Engine crashing when I press Play

I’ve started from the Unreal example of flying in c++. I’ve added some classes to the project, but when I press play the UE Editor crashes even if I remove the newly added classes. I attach the log

link text

I don’t see any crash from the log file. Are you sure this is the right one?

I confused log files, here is the right one: link text

Looks like a null pointer exception. Double check/debug these two functions:

[Callstack] 0x00000000C6941FB0 UE4Editor-Drone_follower.dll!AActorsController::ReturnNewData() [c:\users\4r35\documents\unreal projects\drone_follower\source\drone_follower\actorscontroller.cpp:42]
[2018.02.09-17.32.43:147][383]LogWindows: Error: [Callstack] 0x00000000C69428D6 UE4Editor-Drone_follower.dll!ABall::Tick() [c:\users\4r35\documents\unreal projects\drone_follower\source\drone_follower\ball.cpp:44]

Yes, but I does not found any error in these functions…

actorscontroller.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "ActorsController.h"
#include "Drone_follower.h"
#include "Messages.h"
#include "CustomData.h"
#include "EngineUtils.h"


// Sets default values
AActorsController::AActorsController()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	//Istantiate Communication Component
	OurCommunicationComponent = CreateDefaultSubobject<UUDP_Component>(TEXT("Communication Component"));

}

// Called when the game starts or when spawned
void AActorsController::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void AActorsController::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

	// Get Data
	OurCommunicationComponent->GetData(&ReceivedData);	//Store in a local variable the received data

	//Serialize received data
	/*for (i = 0; i < sizeof(struct FCustomPoseData); i++){
		*((uint8*)(&VehiclePose) + i) = ReceivedData[i];
	}*/
}

void AActorsController::ReturnNewData(FCustomPoseData *NewData) {
	*NewData = ReceivedData;
}

void AActorsController::PreInitializeComponents() {
	Super::PreInitializeComponents();
	OurCommunicationComponent->StartUDPComm("PawnCommunicationComponent");
}

Ball.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "Ball.h"
#include "Messages.h"
#include "CustomData.h"
#include "ActorsController.h"
#include "Drone_follower.h"


// Sets default values
ABall::ABall()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	SetActorLocation(FVector(0.0f, 0.0f, 29.0f));

	//Instantiate static mesh component
	BallVisibleComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("BallVisibleComponent"));

	//Get actor controller pointer
	//Get ActorsController pointer for receiving position
	for (TObjectIterator<AActorsController> Itr; Itr; ++Itr) {
		if (Itr->IsA(AActorsController::StaticClass())) {
			ActorController = *Itr;
		}
	}
}

// Called when the game starts or when spawned
void ABall::BeginPlay()
{
	Super::BeginPlay();
	SetActorLocation(FVector(0.0f, 0.0f, 0.0f));
}

// Called every frame
void ABall::Tick(float DeltaTime)
{
	FCustomPoseData NewData;

	Super::Tick(DeltaTime);
	
	ActorController->ReturnNewData(&NewData);
	SetPose(&NewData);
}

void ABall::SetPose(FCustomPoseData* ReceivedData) {
	FVector Position;

	//Received measures are in cm --> convert into m
	Position.X = 100 * ReceivedData->ball_X;
	Position.Y = 100 * ReceivedData->ball_Y;
	Position.Z = 100 * ReceivedData->ball_Z;

	SetActorLocation(Position);
}

Are you sure this is right?

void AActorsController::ReturnNewData(FCustomPoseData *NewData) {
     *NewData = ReceivedData;
 }

Yes, I do not see any error, is declared here in the ActorsController.h file:
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "UDP_Component.h"
#include "CustomData.h"
#include "ActorsController.generated.h"

UCLASS()
class DRONE_FOLLOWER_API AActorsController : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AActorsController();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

	virtual void Tick(float DeltaTime) override;

	virtual void PreInitializeComponents() override;

	void ReturnNewData(FCustomPoseData* NewData);

private:

	UPROPERTY(EditAnywhere, Category = "Remote Address")
	class UUDP_Component* OurCommunicationComponent;
	
	FCustomPoseData ReceivedData;
};

I believe the problem is in this assignment:

*NewData = ReceivedData;

How are you allocating memory to the pointer before the assignment?

The Ball class creates a local variable and then calls that method:

FCustomPoseData NewData;
 
     Super::Tick(DeltaTime);
     
     ActorController->ReturnNewData(&NewData);

Hello,

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Thanks