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World->removeRigidBody(spawnedvehicle[n].chassis);
delete spawnedvehicle[n].chassisshape;
delete spawnedvehicle[n].compoundshape;
delete spawnedvehicle[n].motionstate;
delete spawnedvehicle[n].chassis;
//delete spawnedvehicle[n].raycaster; //btDefaultVehicleRaycaster
//delete spawnedvehicle[n].physicsvehicle; //btRayCastVehicle
I found that removeAction was necessary for what I show as "physicsvehicle" (the btRayCastVehicle) which then allowed me to do deletes on both raycaster (the btDefaultVehicleRaycaster) and the physicsvehicle.