UE 4.10 crashes when building with Visual Studio 2015

Hey there,
I have recently updated to Unreal Engine 4.10. I am using Visual Studio 2015.

I normally use visual studio to build my project, using the ‘build’ command. however (this has happened twice now) sometimes when I build, Unreal crashes. The build is successful when this happens. Then, I am unable to reopen my project unless I delete all the code I updated since my last successful build, and rebuild the project.

here is the error I get when unreal crashes, and when I try to reopen my project:

Unknown exception - code 00000001 (first/second chance not available)

"Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 3045]

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_CoreUObject!FObjectInitializer::CreateDefaultSubobject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:3045]
UE4Editor_CoreUObject!UObject::CreateDefaultSubobject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\obj.cpp:86]
UE4Editor_HotGlueTactics_348!APlayerCamera::InitializeCameraComponent() [c:\users.hotgluegames\documents\unreal projects\hotgluetactics\source\hotgluetactics\camera\playercamera.cpp:38]
UE4Editor_HotGlueTactics_348!APlayerCamera::APlayerCamera() [c:\users.hotgluegames\documents\unreal projects\hotgluetactics\source\hotgluetactics\camera\playercamera.cpp:20]
UE4Editor_HotReload!FHotReloadClassReinstancer::ReconstructClassDefaultObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreloadclassreinstancer.cpp:198]
UE4Editor_HotReload!FHotReloadClassReinstancer::RecreateCDOAndSetupOldClassReinstancing() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreloadclassreinstancer.cpp:234]
UE4Editor_HotReload!FHotReloadClassReinstancer::FHotReloadClassReinstancer() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreloadclassreinstancer.cpp:307]
UE4Editor_HotReload!FHotReloadClassReinstancer::Create() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreloadclassreinstancer.h:114]
UE4Editor_HotReload!FHotReloadModule::ReinstanceClass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:1028]
UE4Editor_HotReload!FHotReloadModule::ReinstanceClasses() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:1019]
UE4Editor_HotReload!TBaseRawMethodDelegateInstance<0,FHotReloadModule,void cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:582]
UE4Editor_CoreUObject!UClassReplaceHotReloadClasses() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:607]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:754]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Core!TBaseMulticastDelegate::Broadcast() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:809]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\modules\modulemanager.cpp:426]
UE4Editor_Core!FModuleManager::LoadModule() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\modules\modulemanager.cpp:298]
UE4Editor_HotReload!FHotReloadModule::DoHotReloadInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:706]
UE4Editor_HotReload!FHotReloadModule::DoHotReloadFromIDE() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:1242]
UE4Editor_HotReload!FHotReloadModule::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\hotreload\private\hotreload.cpp:1178]
UE4Editor_Core!FTicker::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\containers\ticker.cpp:79]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2546]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Let me know if you need any more info.

Also, here is the code where it crashes:

**APlayerCamera::APlayerCamera()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don’t need it.
PrimaryActorTick.bCanEverTick = true;

//Create a dummy root component.
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Base"));

APlayerCamera::InitializeCameraComponent(FRotator(-45,0,0));
APlayerCamera::InitializeCameraComponent(FRotator(-225, 0, 0));

CameraMoveSpeed = 200; //Initialize basic movement speed.

//Set the base actor rotation for an isometric view.
SetActorRelativeRotation(FRotator(0.f, 45.f, 0.f));

//Disable collisions.
SetActorEnableCollision(false);

//Initialize the movement component.
APlayerCamera::InitializeMovementComponent();

AutoPossessPlayer = EAutoReceiveInput::Player0;

}**

if you see i make two calls to initializecameracomponent, because I want to add two cameras to my object. If i call it once, no crash. If i call it twice, crash and project corruption.