editor crash on launch after build in VS, UE 4.7

Hello, i builded engine 4.7 from source code, but when tryed launch editor had error message

Plugin ‘ExampleDeviceProfileSelector’ failed to load because module ‘ExampleDeviceProfileSelector’ does not appear to be compatible with the current version of the engine. The plugin may need to be recompiled.

then i removed this pluging from …Engine\Plugins\Runtime\ExampleDeviceProfileSelector, atfer that i had error

Plugin ‘OculusRift’ failed to load because module ‘OculusRift’ does not appear to be compatible with the current version of the engine. The plugin may need to be recompiled.

and removed it too from same path …Engine\Plugins\Runtime\OculusRift, after that editor crash on launch with message

MachineId:67D316584F58FE20506BDD9321B863E0

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:D:\ue4\engine_source_code\20150504\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Core\Public\Modules\ModuleManager.h] [Line: 237] Tried to get module interface fo

KERNELBASE + 40541 bytes UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 285 bytes [d:\ue4\engine_source_code\20150504\unrealengine-release\unrealengine-release\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95] UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\ue4\engine_source_code\20150504\unrealengine-release\unrealengine-release\engine\source\runtime\core\private\misc\outputdevice.cpp:144] UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\ue4\engine_source_code\20150504\unrealengine-release\unrealengine-release\engine\source\runtime\core\private\misc\outputdevice.cpp:224] UE4Editor_Engine!FModuleManager::GetModuleChecked() + 154 bytes [d:\ue4\engine_source_code\20150504\unrealengine-release\unrealengine-release\engine\source\runtime\core\public\modules\modulemanager.h:237] UE4Editor_Engine!FModuleManager::LoadModuleChecked() + 157 bytes [d:\ue4\engine_source_code\20150504\unrealengine-release\unrealengine-release\engine\source\runtime\core\public\modules\modulemanager.h:282] UE4Editor_Engine!UDeviceProfileManager::InitializeCVarsForActiveDeviceProfile() + 204 bytes [d:\ue4\engine_source_code\20150504\unrealengine-release\unrealengine-release\engine\source\runtime\engine\private\deviceprofiles\deviceprofilemanager.cpp:26] UE4Editor!FEngineLoop::PreInit() + 6072 bytes [d:\ue4\engine_source_code\20150504\unrealengine-release\unrealengine-release\engine\source\runtime\launch\private\launchengineloop.cpp:1083] UE4Editor!GuardedMain() + 251 bytes [d:\ue4\engine_source_code\20150504\unrealengine-release\unrealengine-release\engine\source\runtime\launch\private\launch.cpp:110] UE4Editor!GuardedMainWrapper() + 26 bytes [d:\ue4\engine_source_code\20150504\unrealengine-release\unrealengine-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() + 249 bytes [d:\ue4\engine_source_code\20150504\unrealengine-release\unrealengine-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

any idea what’s wrong and how fix it?

You shouldn’t remove the plugins … as they are required by the game engine and are used in the compile process. You should rather address the issues …

Did you follow all these steps: Building Unreal Engine ?
Do you meet all the requirements?

yeah, did again step by step, same result

how can i check exact verion of source code i have?

last time i downloaded source 2015-05-04 from git https://github.com/EpicGames/UnrealEngine

downloaded source code again 2015-05-15, same crash on launch after build

You are going to have to post a bug report on Answer Hub … my copy is building fine.