Editor Crashes after Project compiles

Hi there, i got the following Problem: Code Compiles, editor starts, but i get that error and no idea why, it compiled and worked without problems for a while. Then i changed another class and → crash. ( maybe hot reload problem, i added a class, it crashed, but no idea if it is directly connected to that)
Point being: i figured there is a problem within “AItemManager” where i try to spawn all (only 20 or so) items in my game, so i can reference them later on. But: even if i throw that part out, i get this error… and i have no idea why.

Maybe Important: it always crashes at 70% Initializing the Editor
MachineId:398011EC4201F25AD364F9AC2FE5B98D
EpicAccountId:62e6480d24dd41f18bb7c4566895e455

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

UE4Editor_Engine!UWorld::SpawnActor() + 433 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\levelactor.cpp:232]
UE4Editor_ProjektMacijo_118!AItemManager::AItemManager() + 141 bytes [e:\projektmacijo\source\projektmacijo\itemcollection\itemmanager.cpp:14]
UE4Editor_CoreUObject!UClass::CreateDefaultObject() + 435 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:2535]
UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() + 805 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:739]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() + 146 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:815]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance::ExecuteIfSafe() + 7 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Core!TBaseMulticastDelegate::Broadcast() + 149 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1030]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() + 2194 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\modules\modulemanager.cpp:359]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() + 784 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\projects\private\moduledescriptor.cpp:350]
UE4Editor_Projects!FProjectManager::LoadModulesForProject() + 581 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\projects\private\projectmanager.cpp:53]
UE4Editor!FEngineLoop::LoadStartupModules() + 705 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1863]
UE4Editor!FEngineLoop::PreInit() + 11141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1400]
UE4Editor!GuardedMain() + 251 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:110]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Hi ,

Can you attach / link to the code for this project? I’m mostly interested in the file that contains the ‘SpawnActor’ mentioned in the beginning of the callstack in levelactor.cpp (UE4Editor_Engine!UWorld::SpawnActor() + 433 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\levelactor.cpp:232])

It could be the location of the function or what is surrounding it but I won’t know until I can take a look at the code.

Hi , thanks for your time!
It’s supposed to initialize the ItemList (TArray ItemList;)

void AItemManager::InitItemList()
{
   	UWorld* const World = GetWorld();
if (World) {
	//First Weapon - Krautbeutel
	ARangedWeapon* Krautbeutel = GetWorld()->SpawnActor<ARangedWeapon>(ARangedWeapon::StaticClass());
	Krautbeutel->ObjInit("StaticMesh'/Game/Objekte/Kräuterbeutel/kraeuterbeutel_006.kraeuterbeutel_006'", "Blueprint'/Game/BluePrints/Krautsack.Krautsack'", 150, "Krautbeutel");
	ItemList.Add(Krautbeutel);
}

}
Maybe it’s worth noting, that it won’t start the editor from visual Studio anymore, it loads, goes to “select level” there i select the level and then it crashes at 70%^^

edit: added some code to check if World exists, doesn’t help… Oo

EDIT: i updated to 4.8.2 and it works ^^ thanks anyways