I was working on my project, added a static mesh component to one of my classes but forgot to initialize it in the constructor, so I got an error, fixed it, but still couldn’t open my project, so I tried opening it from Visual Studio and it worked. I later commented out all the code pertaining to the mesh, but it still doesn’t open unless I do it from VS. Here is the crash report.
Unknown exception - code 00000001 (first/second not available)
Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.5\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2026]
ObjectProperty //Script/MyProject.Thing:ThingMesh must be initialized in the cons
KERNELBASE + 24684 bytes
UE4Editor_Core + 3174852 bytes
UE4Editor_Core + 1677215 bytes
UE4Editor_CoreUObject + 1272350 bytes
UE4Editor_CoreUObject + 382221 bytes
UE4Editor_CoreUObject + 1547437 bytes
UE4Editor_CoreUObject + 1441842 bytes
UE4Editor_CoreUObject + 411962 bytes
UE4Editor_Core + 493152 bytes
UE4Editor_Core + 2188892 bytes
UE4Editor_Projects + 84445 bytes
UE4Editor_Projects + 85014 bytes
UE4Editor!FEngineLoop::LoadStartupModules() + 71 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launchengineloop.cpp:1754]
UE4Editor!FEngineLoop::PreInit() + 9213 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launchengineloop.cpp:1310]
UE4Editor!GuardedMain() + 236 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launch.cpp:112]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]