Why can't this code be compiled?

As the title suggests, i have some code which can’t be compiled. (It builds just fine, but it takes 45 minutes!!!)

I am using the c++ third person template, and i have just added to it. Here’s my code (my code is the teleport method):

#include "MyProject8.h"
#include "MyProject8Character.h"

// AMyProject8Character

AMyProject8Character::AMyProject8Character()
{
	// Set size for collision capsule
	GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);

	// set our turn rates for input
	BaseTurnRate = 45.f;
	BaseLookUpRate = 45.f;

	// Don't rotate when the controller rotates. Let that just affect the camera.
	bUseControllerRotationPitch = false;
	bUseControllerRotationYaw = false;
	bUseControllerRotationRoll = false;

	// Configure character movement
	GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...	
	GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
	GetCharacterMovement()->JumpZVelocity = 600.f;
	GetCharacterMovement()->AirControl = 0.2f;

	// Create a camera boom (pulls in towards the player if there is a collision)
	CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
	CameraBoom->AttachTo(RootComponent);
	CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character	
	CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller

	// Create a follow camera
	FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
	FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
	FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm

	// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) 
	// are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)
}

//////////////////////////////////////////////////////////////////////////
// Input

void AMyProject8Character::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
	// Set up gameplay key bindings
	check(InputComponent);
	InputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
	InputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);

	InputComponent->BindAxis("MoveForward", this, &AMyProject8Character::MoveForward);
	InputComponent->BindAxis("MoveRight", this, &AMyProject8Character::MoveRight);
    InputComponent->BindAxis("MouseDown", this, &AMyProject8Character::Teleport);

	// We have 2 versions of the rotation bindings to handle different kinds of devices differently
	// "turn" handles devices that provide an absolute delta, such as a mouse.
	// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
	InputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
	InputComponent->BindAxis("TurnRate", this, &AMyProject8Character::TurnAtRate);
	InputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
	InputComponent->BindAxis("LookUpRate", this, &AMyProject8Character::LookUpAtRate);

	// handle touch devices
	InputComponent->BindTouch(IE_Pressed, this, &AMyProject8Character::TouchStarted);
	InputComponent->BindTouch(IE_Released, this, &AMyProject8Character::TouchStopped);
}


void AMyProject8Character::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
	// jump, but only on the first touch
	if (FingerIndex == ETouchIndex::Touch1)
	{
		Jump();
	}
}

void AMyProject8Character::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
	if (FingerIndex == ETouchIndex::Touch1)
	{
		StopJumping();
	}
}

void AMyProject8Character::TurnAtRate(float Rate)
{
	// calculate delta for this frame from the rate information
	AddControllerYawInput(Rate * BaseTurnRate * ()->GetDeltaSeconds());
}

void AMyProject8Character::LookUpAtRate(float Rate)
{
	// calculate delta for this frame from the rate information
	AddControllerPitchInput(Rate * BaseLookUpRate * ()->GetDeltaSeconds());
}w

void AMyProject8Character::MoveForward(float Value)
{
	if ((Controller != NULL) && (Value != 0.0f))
	{
		// find out which way is forward
		const FRotator Rotation = Controller->GetControlRotation();
		const FRotator YawRotation(0, Rotation.Yaw, 0);

		// get forward vector
		const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
		AddMovementInput(Direction, Value);
	}
}

void AMyProject8Character::MoveRight(float Value)
{
	if ( (Controller != NULL) && (Value != 0.0f) )
	{
		// find out which way is right
		const FRotator Rotation = Controller->GetControlRotation();
		const FRotator YawRotation(0, Rotation.Yaw, 0);
	
		// get right vector 
		const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
		// add movement in that direction
		AddMovementInput(Direction, Value);
	}
}
void AMyProject8Character::Teleport(float Value)
{
    if ( (Controller != NULL) && (Value != 0.0f) )
    {
        FVector vector = GetActorLocation();
        vector.Z += 10;
    }
}

Here’s my header:

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include “GameFramework/Character.h”
#include “MyProject8Character.generated.h”

UCLASS(config=Game)
class AMyProject8Character : public ACharacter
{
	GENERATED_BODY()

	/** Camera boom positioning the camera behind the character */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class USpringArmComponent* CameraBoom;

	/** Follow camera */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class UCameraComponent* FollowCamera;
public:
	AMyProject8Character();

	/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
	float BaseTurnRate;

	/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
	float BaseLookUpRate;

protected:

	/** Called for forwards/backward input */
	void MoveForward(float Value);

	/** Called for side to side input */
	void MoveRight(float Value);

	/** 
	 * Called via input to turn at a given rate. 
	 * @param Rate	This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
	 */
	void TurnAtRate(float Rate);

	/**
	 * Called via input to turn look up/down at a given rate. 
	 * @param Rate	This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
	 */
	void LookUpAtRate(float Rate);

	/** Handler for when a touch input begins. */
	void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);

	/** Handler for when a touch input stops. */
	void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
    
    void Teleport( float Value );

protected:
	// APawn interface
	virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
	// End of APawn interface

public:
	/** Returns CameraBoom subobject **/
	FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
	/** Returns FollowCamera subobject **/
	FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};

So it build but take too long? are you using UE4 from source?

I don’t know, i just typed it into Xcode, selected build for mac, and it succeded after a long time. When i tried to compile it in the editor, it didn’t work.

Dose it compile your module or your more modules like “Core” or “Engine” and many other modules?