Issues opening the project. I think problem is either locating OwlGameMode file, or code in the file. I had the project open, and everything compiled and ran fine, but the project crashed when I reopened it. below is the crash report
MachineId:9D91C6744761367666760C8891DC6DBB EpicAccountId:a7a214c8081c4815b229edc31d0bed10
Access violation - code c0000005 (first/second chance not available)
UE4Editor_Engine!UEngine::AddOnScreenDebugMessage() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:6810] UE4Editor_Owl_2238!AOwlGameMode::AOwlGameMode() [c:\users\paul\documents\unreal projects\owl\source\owl\owlgamemode.cpp:20] 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
//=============================================================== this is the code in OwlGameMode;
// Fill out your copyright notice in the Description page of Project Settings.
#include “Owl.h”
#include “OwlGameMode.h”
#include “Engine.h”
#include “OwlCharacter.h”
//#include “OwlLoot.h”
AOwlGameMode::AOwlGameMode(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
//sets default pawn class to an OwlCharacter
//DefaultPawnClass = AOwlCharacter::StaticClass();
// set default pawn class to the Blueprint of the man if possible, otherwise default pawn class is char
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnObject(TEXT("Blueprint'/Game/BluePrint/OwlMan'"));//downloaded man
if (PlayerPawnObject.Class != NULL)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("pawn is blueprint man"));
DefaultPawnClass = PlayerPawnObject.Class;
}
else
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("pawn is owlchar, blueprint path not correct"));
DefaultPawnClass = AOwlCharacter::StaticClass();
}
}
void AOwlGameMode::StartPlay()
{
Super::StartPlay();
StartMatch();
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("using GEngine"));
}
}
void AOwlGameMode::StopPlay(int lootCount)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, TEXT(“stopping game”));
//stop the game…
}