why Unreal Engine 4 hate me so much.... (cannot open and compile?)

after exporting exe. file to my producer, I now face different problem again…

I am aware that I am newbie and maybe i should ask in AnswerHub…

but what the heck is that suppose that mean?

I cannot open the editor and it kept saying it cannot be complied…

Only thing I did was deleting // lines in Custom Game Instance…

i don’t blame Custom Game Instance…

I deleted Binary folder and kept generated Uproject file… but it says… it said (cannot remember) do manually in source folder.

i checked it, and nothing is missing.

I am not in the mood to create new project (maybe I should… but)

why Unreal Engine 4 C++ (not forum, the engine) is cruel to me when i don’t have much time :frowning:

And it crashes without telling a reason… (eventually i find solution but… right now) but i don’t blame engineers in Unreal Engine (Epics) though…

making an engine is too difficult…

No body to blame… just self loathing.

Is it only me that facing ultra-nightmare with Unreal Engine? I also faced similar problem in Unity… but when I use Unity, there were some people who can help me…

Right now… only this forum helped me alot than my entourage…

Sorry for being grumpy… i guess smoking is not enough for me to calm down

I wish you luck guys.

error code: CrashOrAssert (3)… did googling. not much help

and i forgot to mention… i tried latest version too… but didn’t help. it made worse

somethings wrong in your NoCountryForThemGameInstance.h class.

The assert is checking if it can find the class, which it can’t, so I assume its not declared properly in the header file.

it’ll want to be something like:

#include "GameInstance.h"
#include "NoCountryForThemGameInstance.generated.h"

class NoCountryForThemGameInstance : public GameInstance

#pragma once

#include "Engine/GameInstance.h"
//i need them!
#include "EnumHeader.h"
#include "InventoryManager.h"
#include "InventoryWidget.h"
#include "CharactersManager.h"
#include "NoCountryForThemGameInstance.generated.h"

class NOCOUNTRYFORTHEM_API UNoCountryForThemGameInstance : public UGameInstance
	UNoCountryForThemGameInstance(const FObjectInitializer& ObjectInitializer);

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Characters Manager")
		UCharactersManager* TheCharactersManager;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory Manager")
		UInventoryManager* TheInventoryManager;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory Widget")
		UInventoryWidget* TheInventoryWidget;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GameState")
		EGameStateEnum EGameState;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "BattleState")
		EBattleStateEnum EBattleState;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "CheckBattle")
		bool m_bIsBattleOn;

this is my code… I nearly copy and pasted Custom Game Instance.

i might fix it. sorry for negativity. Let’s hope i fix it…

uh… it is working… again… OMG why… and why everything turned into Korean language… God i am comfy with English…