Editor crashes when using BindAction on InputComponent

Starting with UE4 and following this tutorial:

 	// 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;
	//InputComponent->BindAction("Forward", IE_Pressed, this, &ATraveller::WalkForward);

// Called when the game starts or when spawned
void ATraveller::BeginPlay()

// Called every frame
void ATraveller::Tick( float DeltaTime )
	Super::Tick( DeltaTime );

	//FVector NewLocation = GetActorLocation();
	////float DeltaHeight = (FMath::Sin(RunningTime + DeltaTime) - FMath::Sin(RunningTime));
	////NewLocation.Z += DeltaHeight * 20.0f;       //Scale our height by a factor of 20
	////RunningTime += DeltaTime;
	//NewLocation += _movementDelta * DeltaTime * 60.0f;


void ATraveller::WalkForward()
	//float value = 0.01f;
	//_movementDelta.X += value;

With the code commented in, the editor crashes every time I try to open it. I would suspect it is probably something I am doing wrong with BindAction, or maybe that code is outdated and that web page needs to be altered.

Windows 10 Home

Okay, posted this too soon. Looking at the full code at the bottom of that webpage gives more info. I also was not aware that we could crash the editor with bad code so thought it was a bug.