Crashing on 4.10.4 upon launch

Hey guys after I create a class for an actor in Unreal. I do a save in VS 2015 Community. Then I compile in the editor, but I crash afterwards. Thereafter, the editor keeps on crashing on me upon launch when doing trying to reopen the project. Here’s the crash log.

Access violation - code c0000005 (first/second chance not available)

“”

UE4Editor_CoreUObject!UObjectBase::GetFName() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:100]
UE4Editor_CoreUObject!UObjectBaseUtility::GetName() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\public\uobject\uobjectbaseutility.h:207]
UE4Editor_MyProject_2252!UPositionReport::UPositionReport() [c:\users\jaypa\desktop\unreal projects\03_building_escape_redo\myproject\source\myproject\positionreport.cpp:15]
UE4Editor_HotReload!FHotReloadClassReinstancer::ReconstructClassDefaultObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreloadclassreinstancer.cpp:198]
UE4Editor_HotReload!FHotReloadClassReinstancer::RecreateCDOAndSetupOldClassReinstancing() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreloadclassreinstancer.cpp:234]
UE4Editor_HotReload!FHotReloadClassReinstancer::FHotReloadClassReinstancer() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreloadclassreinstancer.cpp:307]
UE4Editor_HotReload!FHotReloadClassReinstancer::Create() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreloadclassreinstancer.h:114]
UE4Editor_HotReload!FHotReloadModule::ReinstanceClass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:1028]
UE4Editor_HotReload!FHotReloadModule::ReinstanceClasses() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:1019]
UE4Editor_HotReload!TBaseRawMethodDelegateInstance<0,FHotReloadModule,void cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:582]
UE4Editor_CoreUObject!UClassReplaceHotReloadClasses() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:607]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:754]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Core!TBaseMulticastDelegate::Broadcast() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:809]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\modules\modulemanager.cpp:426]
UE4Editor_Core!FModuleManager::LoadModule() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\modules\modulemanager.cpp:298]
UE4Editor_HotReload!FHotReloadModule::DoHotReloadInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:706]
UE4Editor_HotReload!FHotReloadModule::DoHotReloadCallback() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:644]
UE4Editor_HotReload!TBaseRawMethodDelegateInstance<0,FHotReloadModule,TTypeWrapper cdecl(bool,enum ECompilationResult::Type),TArray,TArray,FOutputDevice & ptr64>::Execute() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:492]
UE4Editor_HotReload!TBaseRawMethodDelegateInstance<0,FHotReloadModule,void cdecl(bool,enum ECompilationResult::Type),TArray,TArray,FOutputDevice & ptr64>::ExecuteIfSafe() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:582]
UE4Editor_HotReload!FHotReloadModule::CheckForFinishedModuleDLLCompile() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:1629]
UE4Editor_HotReload!FHotReloadModule::Tick() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:454]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:957]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

I realized my mistake and it was a really stupid. I tried to create and declare a pointer in the constructor inside a .cpp file inside the class for my script. Consider this solved. Thank You.