Crash on a c++ error even after fixing it

Hi,

Yesteray the editor crashed because I was trying to do something with the PlayerState in the constructor of the PlayerController which doesn’t work because PlayerState isn’t set in the PC yet.
The error was at line 9 and I fixed it builded and closed everything…
Now when I try to launch the project it crashes because of the same line but it is not there. So I removed the constructor entirely and built but it still crash on editor launch on the same line which makes no sens.
I tried cleaning it (in VS) but no luck :confused:

What should I do ?

Error :

MachineId:7E1CBD834B6D76BFEA361E95B89C0AF4
EpicAccountId:bd04ab308e904ac88399741163374247

Access violation - code c0000005
(first/second chance not available)

“”

UE4Editor_TestCopyModel_213!ATestCopyModelPlayerController::ATestCopyModelPlayerController()
[c:\users\rxp\documents\unreal
projects\testcopymodel\source\testcopymodel\private\testcopymodelplayercontroller.cpp:9]
UE4Editor_CoreUObject!UClass::CreateDefaultObject()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\class.cpp:2587]
UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:729]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:820]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Core!TBaseMulticastDelegate::Broadcast()
[d:\buildfarm\buildmachine
++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1031]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\modules\modulemanager.cpp:431]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\projects\private\moduledescriptor.cpp:370]
UE4Editor_Projects!FProjectManager::LoadModulesForProject()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\projects\private\projectmanager.cpp:52]
UE4Editor!FEngineLoop::LoadStartupModules()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:1922]
UE4Editor!FEngineLoop::PreInit()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:1444]
UE4Editor!GuardedMain()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:110]
UE4Editor!GuardedMainWrapper()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain()
[d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

So for people having a similar issue just rename the build and binaries folder and rebuild the project in VS.
Then start it and say yes to recompile the DLLs and it should work.