UE5 Crash on a non existing code?

When I try to start the project it crashes.
On crash report below it says line 30 but there is nothing on line 30.
There was a code but i deleted it after the first crash. It was

Value = CrouchCurve->GetFloatValue(ElapsedTime);

#include "PlayerCharacter.h"
#include "Camera/CameraComponent.h"
#include "GameFrameWork/SpringArmComponent.h"
#include "GameFrameWork/CharacterMovementComponent.h"

// Sets default values
APlayerCharacter::APlayerCharacter()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArmComp"));
	
	CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComp"));

	SpringArmComp->SetupAttachment(GetMesh());

	CameraComp->SetupAttachment(SpringArmComp, USpringArmComponent::SocketName);
	CameraComp->SetRelativeLocation(CameraLocation);

	SpringArmComp->bUsePawnControlRotation = true;

	GetCharacterMovement()->bOrientRotationToMovement = true;
	GetCharacterMovement()->bUseControllerDesiredRotation = true;
	GetCharacterMovement()->bIgnoreBaseRotation = true;
}

// Called when the game starts or when spawned
void APlayerCharacter::BeginPlay()
{
	Super::BeginPlay();
	IsCrouched = false;
}

void APlayerCharacter::MoveForward(float InputAxis)
{
	if ((Controller != nullptr) && (InputAxis != 0.0f))
	{
		// Which way is forward
		const FRotator Rotation = Controller->GetControlRotation();
		const FRotator YawRotation(0, Rotation.Yaw, 0);

		// Get forward vector
		const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
		AddMovementInput(Direction, InputAxis);
	}
}

void APlayerCharacter::MoveRight(float InputAxis)
{
	if ((Controller != nullptr) && (InputAxis != 0.0f))
	{
		// Which way is right
		const FRotator Rotation = Controller->GetControlRotation();
		const FRotator YawRotation(0, Rotation.Yaw, 0);

		// Get right vector
		const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
		AddMovementInput(Direction, InputAxis);
	}
}
void APlayerCharacter::ToggleCrouch()
{

	float CrouchVectorZ = 0.0f;
	ElapsedTime > 1.0f ? ElapsedTime = 0 : ElapsedTime = 1 - ElapsedTime;
	if (IsCrouched)
	{
		Crouch();
		//CrouchVectorZ = CrouchCurve->GetFloatValue(ElapsedTime);
	}
	else
	{
		UnCrouch();
		//CrouchVectorZ = UnCrouchCurve->GetFloatValue(ElapsedTime);
	}
	CameraLocation = FVector(0, 50, CrouchVectorZ);
	IsCrouched = !IsCrouched;

}


// Called every frame
void APlayerCharacter::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
	ElapsedTime += DeltaTime;
}

// Called to bind functionality to input
void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

	PlayerInputComponent->BindAxis("MoveForward", this, &APlayerCharacter::MoveForward);
	PlayerInputComponent->BindAxis("MoveRight", this, &APlayerCharacter::MoveRight);
	PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
	PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);

	PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
	PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
	PlayerInputComponent->BindAction("Crouch", IE_Pressed, this, &APlayerCharacter::ToggleCrouch);
	//PlayerInputComponent->BindAction("Sprint", IE_Pressed, this, &APlayerCharacter::ToggleSprint);
	//PlayerInputComponent->BindAction("Walk", IE_Pressed, this, &APlayerCharacter::ToggleWalk);