Today I was working on adding some c++ code to my project, it was not compiling because I forgot the AClassName:: in a function declaration, I added it via a copy signature in visual studio (right click in the header file on the function that needs a declaration). After I hit compile in the UE editor it crashes. When I try to restart the editor it also keeps crashing, I have tried a full system reboot. The doesn’t do anything right now and it compiles fine in visual studio.
Here is my crash report when I try to restart the editor for this project:
Assertion failed: Object [File:D:\Build\++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp] [Line: 7968]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor_Engine!UEngine::GetWorldFromContextObject() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:7970]
UE4Editor_Engine!UGameplayStatics::GetAllActorsOfClass() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\gameplaystatics.cpp:604]
UE4Editor_Hellskrieg!AZombieManager::AZombieManager() [c:\users\\desktop\\ 4.12\source\\zombiemanager.cpp:15]
UE4Editor_CoreUObject!UClass::CreateDefaultObject() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:3340]
UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:725]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:819]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance::ExecuteIfSafe() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:1021]
UE4Editor_Core!TBaseMulticastDelegate::Broadcast() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:921]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:461]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\projects\private\moduledescriptor.cpp:398]
UE4Editor_Projects!FProjectManager::LoadModulesForProject() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\projects\private\projectmanager.cpp:53]
UE4Editor!FEngineLoop::LoadStartupModules() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2163]
UE4Editor!FEngineLoop::PreInit() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1609]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:114]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.12+compile\sync\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
EDIT: this is the .log file it may be needed too
Log file open, 08/05/16 12:59:11
LogInit:Display: Running engine for game: Secret for now
LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(1508699576) SRandInit(1508699577).
LogTaskGraph: Started task graph with 4 named threads and 7 total threads with 1 sets of task threads.
LogStats: Stats thread started at 0.112810
LogInit: Version: 4.12.5-3039270+++UE4+Release-4.12
LogInit: API Version: 2992821
LogInit: Net Version: 3039270
LogDevObjectVersion: Number of dev versions registered: 13
LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 3
LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 1
LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 2
LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 6
LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 2
LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 0
LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
LogInit: Compiled (64-bit): Jul 6 2016 09:09:46
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.12
LogInit: Command line:
LogInit: Base directory: C:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Using libcurl 7.41.0
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with WinSSL
LogInit: - other features:
LogInit: CURL_VERSION_SSL
LogInit: CURL_VERSION_IPV6
LogInit: CURL_VERSION_ASYNCHDNS
LogInit: CURL_VERSION_LARGEFILE
LogInit: CURL_VERSION_IDN
LogInit: CurlRequestOptions (configurable via config and command line):
LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate
LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.
LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
[2016.08.05-10.59.11:496][ 0]LogInit: Selected Device Profile: [Windows]
[2016.08.05-10.59.11:496][ 0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
[2016.08.05-10.59.11:506][ 0]LogInit: Computer: DESKTOP-A3TBIM5
[2016.08.05-10.59.11:506][ 0]LogInit: User:
[2016.08.05-10.59.11:506][ 0]LogInit: CPU Page size=65536, Cores=4
[2016.08.05-10.59.11:506][ 0]LogInit: High frequency timer resolution =2.249997 MHz
[2016.08.05-10.59.11:506][ 0]LogMemory: Memory total: Physical=7.8GB (8GB approx)
[2016.08.05-10.59.11:506][ 0]LogMemory: Platform Memory Stats for Windows
[2016.08.05-10.59.11:506][ 0]LogMemory: Process Physical Memory: 192.36 MB used, 192.36 MB peak
[2016.08.05-10.59.11:506][ 0]LogMemory: Process Virtual Memory: 194.97 MB used, 194.97 MB peak
[2016.08.05-10.59.11:506][ 0]LogMemory: Physical Memory: 3907.33 MB used, 8012.34 MB total
[2016.08.05-10.59.11:506][ 0]LogMemory: Virtual Memory: 553.98 MB used, 134217728.00 MB total
[2016.08.05-10.59.11:860][ 0]LogTextLocalizationManager: No translations for ('nl-NL') exist, falling back to 'en' for localization and internationalization data.
[2016.08.05-10.59.12:307][ 0]LogD3D11RHI: D3D11 adapters:
[2016.08.05-10.59.12:674][ 0]LogD3D11RHI: 0. 'NVIDIA GeForce GTX 950M ' (Feature Level 11_0)
[2016.08.05-10.59.12:674][ 0]LogD3D11RHI: 4037/0/3959 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x10de
[2016.08.05-10.59.12:689][ 0]LogD3D11RHI: 1. 'Intel(R) HD Graphics 530' (Feature Level 11_0)
[2016.08.05-10.59.12:689][ 0]LogD3D11RHI: 128/0/3959 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x8086
[2016.08.05-10.59.12:692][ 0]LogD3D11RHI: 2. 'Microsoft Basic Render Driver' (Feature Level 11_0)
[2016.08.05-10.59.12:692][ 0]LogD3D11RHI: 0/0/3959 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
[2016.08.05-10.59.12:692][ 0]LogD3D11RHI: Chosen D3D11 Adapter: 0
[2016.08.05-10.59.12:700][ 0]LogD3D11RHI: Creating new Direct3DDevice
[2016.08.05-10.59.12:700][ 0]LogD3D11RHI: GPU DeviceId: 0x139a (for the marketing name, search the web for "GPU Device Id")
[2016.08.05-10.59.12:700][ 0]LogWindows: EnumDisplayDevices:
[2016.08.05-10.59.12:701][ 0]LogWindows: 0. 'Intel(R) HD Graphics 530' (P:1 D:1)
[2016.08.05-10.59.12:701][ 0]LogWindows: 1. 'Intel(R) HD Graphics 530' (P:0 D:0)
[2016.08.05-10.59.12:701][ 0]LogWindows: 2. 'Intel(R) HD Graphics 530' (P:0 D:0)
[2016.08.05-10.59.12:702][ 0]LogWindows: DebugString: PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter FoundDriverCount:0
[2016.08.05-10.59.12:702][ 0]LogD3D11RHI: Adapter Name: NVIDIA GeForce GTX 950M
[2016.08.05-10.59.12:702][ 0]LogD3D11RHI: Driver Version: Unknown (internal:Unknown, unified:Unknown)
[2016.08.05-10.59.12:702][ 0]LogD3D11RHI: Driver Date: Unknown
[2016.08.05-10.59.12:702][ 0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
[2016.08.05-10.59.12:731][ 0]LogD3D11RHI: Async texture creation enabled
[2016.08.05-10.59.12:752][ 0]LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 1)
[2016.08.05-10.59.12:754][ 0]LogShaderCompilers: Guid format shader working directory is -17 characters bigger than the processId version (../../../../../../Users//Desktop// 4.12/Intermediate/Shaders/WorkingDirectory/512/).
[2016.08.05-10.59.12:754][ 0]LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users//AppData/Local/Temp/UnrealShaderWorkingDir/F8FA99ED424F5AC03CBFD580BFEB08BF/'.
[2016.08.05-10.59.12:754][ 0]LogShaderCompilers:Display: Using Local Shader Compiler.
[2016.08.05-10.59.13:801][ 0]LogTemp:Display: Loaded TP AllDesktopTargetPlatform
[2016.08.05-10.59.13:813][ 0]LogTemp:Display: Loaded TP WindowsClientTargetPlatform
[2016.08.05-10.59.13:825][ 0]LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
[2016.08.05-10.59.13:837][ 0]LogTemp:Display: Loaded TP WindowsServerTargetPlatform
[2016.08.05-10.59.13:849][ 0]LogTemp:Display: Loaded TP WindowsTargetPlatform
[2016.08.05-10.59.13:858][ 0]LogTemp:Display: Loaded TP AndroidTargetPlatform
[2016.08.05-10.59.13:868][ 0]LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
[2016.08.05-10.59.13:878][ 0]LogTemp:Display: Loaded TP Android_ATCTargetPlatform
[2016.08.05-10.59.13:887][ 0]LogTemp:Display: Loaded TP Android_DXTTargetPlatform
[2016.08.05-10.59.13:898][ 0]LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
[2016.08.05-10.59.13:908][ 0]LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
[2016.08.05-10.59.13:927][ 0]LogTemp:Display: Loaded TP Android_MultiTargetPlatform
[2016.08.05-10.59.13:927][ 0]LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
[2016.08.05-10.59.13:929][ 0]LogTemp:Display: Loaded TP HTML5TargetPlatform
[2016.08.05-10.59.13:955][ 0]LogTemp:Display: Loaded TP IOSTargetPlatform
[2016.08.05-10.59.13:964][ 0]LogTemp:Display: Loaded TP TVOSTargetPlatform
[2016.08.05-10.59.13:974][ 0]LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
[2016.08.05-10.59.13:990][ 0]LogTemp:Display: Loaded TP LinuxServerTargetPlatform
[2016.08.05-10.59.14:010][ 0]LogTemp:Display: Loaded TP LinuxTargetPlatform
[2016.08.05-10.59.14:010][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2016.08.05-10.59.14:131][ 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2016.08.05-10.59.14:187][ 0]LogDerivedDataCache: Loaded boot cache 0.06s 48MB C:/Users//AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
[2016.08.05-10.59.14:187][ 0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users//AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc
[2016.08.05-10.59.14:187][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../../../Users//Desktop// 4.12/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2016.08.05-10.59.14:187][ 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2016.08.05-10.59.14:187][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file ../../../../../../Users//Desktop// 4.12/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
[2016.08.05-10.59.14:187][ 0]LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
[2016.08.05-10.59.14:206][ 0]LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
[2016.08.05-10.59.14:218][ 0]LogDerivedDataCache: Using Local data cache path C:/Users//AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
[2016.08.05-10.59.14:452][ 0]LogInit: Selected Device Profile: [Windows]
[2016.08.05-10.59.14:452][ 0]LogContentStreaming: Texture pool size is 0.00 MB
[2016.08.05-10.59.14:630][ 0]LogMeshUtilities: No automatic mesh reduction module available
[2016.08.05-10.59.14:630][ 0]LogMeshUtilities: No automatic mesh merging module available
[2016.08.05-10.59.14:630][ 0]LogMeshUtilities: No distributed automatic mesh merging module available
[2016.08.05-10.59.14:965][ 0]LogAssetRegistry: FAssetRegistry took 0.0219 seconds to start up
[2016.08.05-10.59.14:991][ 0]LogPackageLocalizationCache: Processed 5 localized package path(s) for 1 prioritized culture(s) in 0.020212 seconds
[2016.08.05-10.59.14:997][ 0]LogUObjectArray: 28739 objects as part of root set at end of initial load.
[2016.08.05-10.59.14:997][ 0]LogUObjectAllocator: 5855632 out of 0 bytes used by permanent object pool.
[2016.08.05-10.59.14:997][ 0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
[2016.08.05-10.59.15:008][ 0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[2016.08.05-10.59.15:276][ 0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
[2016.08.05-10.59.15:276][ 0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
[2016.08.05-10.59.17:816][ 0]LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
[2016.08.05-10.59.17:884][ 0]LogWindows: Windows GetLastError: De bewerking is voltooid. (0)
Dutch for: "operation is finished."
Please help me