Prevent from segfault OnTriggerEndOverlap
In case the OtherActor is not a Vehicle just return
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@ -1,5 +1,6 @@
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## Latest
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* Fixed bug in FrictionTrigger causing sometimes server segfault
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* Added attachment type "SpringArmGhost" for cinematic cameras but without doing the collision test.
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* Improved algorithm to move signals out of the road by computing the desired displacement direction.
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* Added `TrafficManager.vehicle_lane_offset(actor, offset)` and `TrafficManager.global_lane_offset(offset)` methods.
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@ -71,6 +71,9 @@ void AFrictionTrigger::OnTriggerEndOverlap(
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UpdateWheelsFriction(OtherActor, OldFrictionValues);
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ACarlaWheeledVehicle *Vehicle = Cast<ACarlaWheeledVehicle>(OtherActor);
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if(Vehicle == nullptr)
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return;
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TArray<float> CurrFriction = Vehicle->GetWheelsFrictionScale();
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}
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