Could I get some help resolving a compile problem with code project?

hi people

i have a little problem with do a project sample C++
always show this errors, and i dont know what i need to do exactly
any help?

[link text][1]

Can you pastebin the output tab?

this one?

1>------ Build started: Project: MyProjectC2, Configuration: Development_Editor x64 ------
1> Parsing headers for MyProjectC2Editor
1> Code generation finished for MyProjectC2Editor and took 2,448
1> PlayerCaracter.cpp
1>c:\users\diogo\documents\unreal projects\myprojectc2\source\myprojectc2\playercaracter.cpp(74): error C2220: warning treated as error - no ‘object’ file generated
1>c:\users\diogo\documents\unreal projects\myprojectc2\source\myprojectc2\playercaracter.cpp(74): warning C4715: ‘APlayerCaracter::TranceFromSelf’ : not all control paths return a value
1> -------- End Detailed Actions Stats -----------------------------------------------------------
1>ERROR : UBT error : Failed to produce item: C:\Users\Diogo\Documents\Unreal Projects\MyProjectC2\Binaries\Win64\UE4Editor-MyProjectC2.pdb
1> Cumulative action seconds (4 processors): 0,00 building projects, 0,50 compiling, 0,00 creating app bundles, 0,00 generating debug info, 0,00 linking, 0,00 other
1> UBT execution time: 6,40 seconds
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command ““C:\Program Files\Unreal Engine\4.1\Engine\Build\BatchFiles\Build.bat” MyProjectC2Editor Win64 Development “C:\Users\Diogo\Documents\Unreal Projects\MyProjectC2\MyProjectC2.uproject” -rocket” exited with code -1.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

was a code problem at the method TranceFromSelf
with the return value

bool APlayerCaracter::TranceFromSelf(FHitResult& OutResulty, const float TraceDistance, ECollisionChannel const CollisionChannel){

	if (Controller){
		FVector CameraLocation;
		FRotator CameraRotation;
		Controller->GetPlayerViewPoint(CameraLocation, CameraRotation);

		FVector const StartTrace	 = CameraLocation;
		FVector const ShootDirection = CameraRotation.Vector();
		FVector const EndTrace		 = StartTrace + ShootDirection * TraceDistance;

		FCollisionQueryParams TraceParams(FName(TEXT("TraceFromSelf")), true, this);

		bool bHitReturn = false;
		UWorld* const World = ();

		if (World){
			bHitReturn = World->LineTraceSingle(OutResulty, StartTrace, EndTrace, CollisionChannel, TraceParams);

		
		}
		return bHitReturn;		
	}

	return false;
}