Crash when opening UE4.9.2

I have a project working perfectly in UE4.9.2 install version.
I have problem recompiling leap motion plug in , so I download source code from github and build unreal engine.
https://github.com/EpicGames/UnrealEngine
When I open my project, it shows: (but this code works perfectly in my origianl installed version of ue4):
line 15 is the beginning of the class after the first bracket

KERNELBASE UE4Editor_MyProject2!__delayLoadHelper2() [f:\dd\vctools\delayimp\delayhlp.cpp:315] UE4Editor_MyProject2!_tailMerge_Leap_dll() UE4Editor_MyProject2!ALeapListener::ALeapListener() [c:\users\ywj7931\documents\unreal projects\myproject2
4.9\source\myproject2\leaplistener.cpp:15] UE4Editor_CoreUObject!UClass::CreateDefaultObject() [f:\unrealengine-4.9\unrealengine-4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:2657] UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [f:\unrealengine-4.9\unrealengine-4.9\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:729] UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [f:\unrealengine-4.9\unrealengine-4.9\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:815] UE4Editor_CoreUObject!TBaseStaticDelegateInstance::ExecuteIfSafe() [f:\unrealengine-4.9\unrealengine-4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921] UE4Editor_Core!TBaseMulticastDelegate::Broadcast() [f:\unrealengine-4.9\unrealengine-4.9\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:809] UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [f:\unrealengine-4.9\unrealengine-4.9\engine\source\runtime\core\private\modules\modulemanager.cpp:426] UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() [f:\unrealengine-4.9\unrealengine-4.9\engine\source\runtime\projects\private\moduledescriptor.cpp:370] UE4Editor_Projects!FProjectManager::LoadModulesForProject() [f:\unrealengine-4.9\unrealengine-4.9\engine\source\runtime\projects\private\projectmanager.cpp:53] UE4Editor!FEngineLoop::LoadStartupModules() [f:\unrealengine-4.9\unrealengine-4.9\engine\source\runtime\launch\private\launchengineloop.cpp:1989] UE4Editor!FEngineLoop::PreInit() [f:\unrealengine-4.9\unrealengine-4.9\engine\source\runtime\launch\private\launchengineloop.cpp:1495] UE4Editor!GuardedMain() [f:\unrealengine-4.9\unrealengine-4.9\engine\source\runtime\launch\private\launch.cpp:110] UE4Editor!GuardedMainWrapper() [f:\unrealengine-4.9\unrealengine-4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [f:\unrealengine-4.9\unrealengine-4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

my leaplistener.cpp class:

#include "MyProject2.h"
#include "LeapListener.h"
#include "LeapMotionControllerPlugin.h"
#include "LeapMotionDevice.h"
#include "Leap.h"
#include "LeapMotionTypes.h"
#include "LeapMotionControllerActor.h"
#include "LeapMotionBoneActor.h"
#include "SpellFire.h"
// Sets default values
.cpp
ALeapListener::ALeapListener()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	//
}

.h:
class MYPROJECT2_API ALeapListener : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ALeapListener();
	

	
	
};