Editor stuck at 72% initializing

I’ve narrowed down the problem.

To create these conditions in a project the following will be a condition to create it.

  1. You call a blueprint child of your game mode which has a header such as this in the c++ gamemode.

//// GibballGameMode.h

public:

 // If I comment this out and the implementation of it in the cpp it will load the project.

 AGibballGameMode(const FObjectInitializer& ObjectInitializer);

//// GibballGameMode.cpp (this had to be commented out in order to load as well…)

AGibballGameMode::AGibballGameMode(const FObjectInitializer & ObjectInitializer)
: Super(ObjectInitializer)
  {

// set default pawn class to our Blueprinted character
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnClassFinder(TEXT("/Game/Player/BP_Player"));
DefaultPawnClass = PlayerPawnClassFinder.Class;	

// use our customer HUD Class.s
HUDClass = AMyHUD::StaticClass();

PlayerControllerClass = AMyPlayerController::StaticClass();

PlayerStateClass = AMyPlayerState::StaticClass();	

GameStateClass = AMyGameState::StaticClass();
		
bDelayedStart = true;

}

My findings conclude that there is a conflict with the Blueprint Child of Game mode calling the StaticClass which causes the editor whom when a blue print is the game mode no longer protects the overrides. perhaps causing an infinite loop, one is waiting for the other?

So far I believe i can accomplish what i want now.

PS. this is UE4.11.2