UE4 Editor crashes trying to load project after building code

I added a piece of code to the *Character::Tick() that I assume is causing too much process churn/overflow. The editor immediately crashed after this occurred and now trying to load the project results in an immediate crash with no debug. I removed the code from within Visual Studio and tried to rebuild from there, but that did not help.

Is there a way I can try to fix this?

Found actual logs even though they do not come up in the crash reporter.

https://www.dropbox.com/s/lbg9yn83tncboon/Crash.7z?dl=1

Hey -

Can you post the callstack from the crash reporter window for more information? Also, what code was added to the Tick() function in case I can reproduce the crash on my end? Additionally, let me know if you’re able to right click on the .uproject and run Generate Visual Studio project files.

Try to modify your Maven.h, and then recompile

I regenerated the VS files and also tried editing the main header file then rebuilt the solution.

This is the entirety of the output in the crash reporter.

MachineId:C5B236084D16C628773DF883F8B16866
EpicAccountId:89ba2f33468f4ec489b176cc06262e70

No minidump found for this crash.

This was the code that was added that caused the initial crash.

CurrentCameraPitch = FMath::FInterpTo(CurrentCameraPitch, 45.0f, GetWorld()->GetDeltaSeconds(), 1.0f);
const FRotator LookNormal(CurrentCameraPitch, 0.0f, 0.0f);
GetController()->SetControlRotation(LookNormal);

I made a copy of the project. Confirmed that it would still crash on start up. Then I proceeded to delete everything except for the uproject file and the source folder. It still crashed.

I spent a while copying each method over into a pure base C++ project to avoid contamination from anything else. It ended up being two lines I added to the Character constructor. It is odd since this did not initially happen on the first compilation.

	const FRotator LookNormal(345.0f, 0.0f, 0.0f);
	GetController()->SetControlRotation(LookNormal);