Random Number Generation and Draw Debug unresponsive

I’ve been tinkering away on this for a while and I’ve kind of hit a wall for now. My editor goes unresponsive when I try to run it. I’m just experimenting on attempting some procedural generation. Right now I’m just trying to get the first iteration to work, then I was going to use Cellular Automata to refine the result into something, potentially useful. The example I’ve been emulating is a C# Script for Unity, so I’ve been attempting to translate that into UE4/C++. I commented out the seed based pseudo random number generator as a test, still didn’t help. Any tips would be appreciated.

I’m using 4.10 if that’s important.

.H


#pragma once

#include "GameFramework/Actor.h"
#include "ACaveGenerator.generated.h"

UCLASS()
class PROCTEST_API AACaveGenerator : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AACaveGenerator();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Map Settings", meta = (ClampMin = "0", ClampMax = "100", UIMin = "0", UIMax = "100"))
	uint8 RandomFillPercentage;

	//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Map Settings", meta = (ClampMin ="0", UIMin = "0"))
	//int32 Seed;

	//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Map Settings")
	//bool useRandomSeed;

	//UPROPERTY()
	//FCaveMap GeneratedCaveMap;

	//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Map Settings")
	//uint8 MapWidth;

	//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Map Settings")
	//uint8 MapHeight;

private:
	FDateTime DateAndTime;
	uint8 CaveMap [10][10] = {0};

	//uint32 safeSeed;

	// Generate the Map
	void GenerateMap();
	void RandomFillMap();
	void DrawDebug();
	
};

.CPP


#include "ProcTest.h"
#include "ACaveGenerator.h"
#include "DrawDebugHelpers.h"


// Sets default values
AACaveGenerator::AACaveGenerator()
{
 	// 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;

	// Set Defaults
	RandomFillPercentage = 50;
	//useRandomSeed = false;
	//Seed = 10;
	//safeSeed = uint32(Seed);

	//MapWidth = 100;
	//MapHeight = 100;

}

// Called when the game starts or when spawned
void AACaveGenerator::BeginPlay()
{
	Super::BeginPlay();

	GenerateMap();
	DrawDebug();
	
}

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

}

void AACaveGenerator::GenerateMap()
{
	RandomFillMap();
}

void AACaveGenerator::RandomFillMap() 
{	
	/*if (useRandomSeed) {
		uint64 rawtime = DateAndTime.ToUnixTimestamp();
		safeSeed = uint32 (rawtime);
	}*/

	//FRandomStream psuRandom = FRandomStream(Seed);
	for (uint8 x = 0; x < 10; x++) {
		for (uint8 y = 0; x < 10; y++) {
			CaveMap[x][y] = (FMath::RandRange(0, 100) < RandomFillPercentage) ? 1 : 0;
			// iterate the seed
			//uint32 cSeed = psuRandom.GetCurrentSeed();
			//uint32 nSeed = (cSeed * 3) + 1;
			//psuRandom.Initialize(nSeed);
		}
	}

}

void AACaveGenerator::DrawDebug()
{
	if (CaveMap != NULL) {
		for (uint8 x = 0; x < 10; x++) {
			for (uint8 y = 0; x < 10; y++) {
				FColor TestColor = (CaveMap[x][y] == 1) ? FColor(0, 0, 0, 1) : FColor(1, 1, 1, 1);
				FVector position = FVector(-10 / 2 + x + 0.5f, -10 / 2 + y + 0.5f, 0);
				DrawDebugSolidPlane(GetWorld(), FPlane(), position, FVector2D(1, 1), TestColor, true, 60.0F, 0);
			}
		}
	}
}

Here it is → for (uint8 y = 0; x < 10; y++) {
In both of your loops

Ah, the dangers of copy-paste.