Unreal crash when trying to line trace with camera

When I try to get my camera for my line trace the engine crashes with an access violation why is this? If I try to line trace from the mesh or the spring arm it goes up and to the right in a weird direction.

Please copy your code using
Can’t read as it is.

FVector Start = PlayerCamera->GetComponentLocation();
	FVector End = PlayerCamera->GetComponentLocation().ForwardVector + 1500.f;
	FCollisionQueryParams Params;
	DrawDebugLine(GetWorld(), Start, End, FColor(255, 0, 0, 1), false, 10.f, 2, 20);
	return GetWorld()->LineTraceSingleByChannel(Hit, Start, End, ECollisionChannel::ECC_Camera, Params);

For how little I can see in the crash callstack, looks like PlayerCamera is nullptr.

If you could also copy your callstack, that would be great, but check and be sure PlayerCamera has a valid value.

here is my constructor where I create the camera

 	// 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;

	TurnRateGamepad = 45.f;

	SurvivalStatsComp = CreateDefaultSubobject<USurvivalStatsComponent>("Survival Stats Component");
	PlayerInventory = CreateDefaultSubobject<UPlayerInventory>("Player Inventory");
	PlayerSpringArm = CreateDefaultSubobject<USpringArmComponent>("Player Spring Arm Camera");
	PlayerSpringArm->TargetArmLength = 0;
	PlayerSpringArm->bUsePawnControlRotation = true;
	PlayerSpringArm->TargetArmLength = 500.f;
	PlayerCamera = CreateDefaultSubobject<UCameraComponent>("Player Camera");

and the call for the line trace is here

	FHitResult Hit;
	bool bSuccess = bLineTrace(Hit);
	if (bSuccess)
		AActor* HitActor = Hit.GetActor();
		if (HitActor != nullptr)
		UE_LOG(LogTemp, Warning, TEXT("Name is %s"), Hit.GetActor());