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UE 4.21 Crashing

Hey all, So everything worked untill I made an edit within a c++ class that is baised on an actor the issue is I've added a new method in the c++ class auto generated by UE the error it throws in the crash dump is

Exception Code: 0xC0000005

Exception Information: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.

Here's the Tank.h

 // Fill out your copyright notice in the Description page of Project Settings.
 #pragma once
 #include "CoreMinimal.h"
 #include "GameFramework/Pawn.h"
 #include "Tank.generated.h"
 class BATTLETANK_API ATank : public APawn
     void AimAt(FVector OutHitLocation);
     // Sets default values for this pawn's properties
     // Called when the game starts or when spawned
     virtual void BeginPlay() override;
     // Called every frame
     virtual void Tick(float DeltaTime) override;
     // Called to bind functionality to input
     virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

Here's the method in the cpp file

 void ATank::AimAt(FVector OutHitLocation)
     auto OurTankName = GetName();
     UE_LOG(LogTemp, Warning, TEXT("%s aiming at %s"), (*OurTankName, *OutHitLocation.ToString()))


And the calling method in my player controller

 void AMyTankPlayerController::AimTowardsCrosshair() const
     if (!GetControlledTank())
     FVector OutHitLocation;
     if (GetSightRayHitLocation(OutHitLocation))

Product Version: UE 4.21
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asked Dec 24 '18 at 07:30 PM in C++ Programming

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1 answer: sort voted first

I'm not 100% sure this is the reason, but you don't need the brackets around the params in your log statement. So:

 UE_LOG(LogTemp, Warning, TEXT("%s aiming at %s"), (*OurTankName, *OutHitLocation.ToString()))


 UE_LOG(LogTemp, Warning, TEXT("%s aiming at %s"), *OurTankName, *OutHitLocation.ToString());
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answered Jan 01 '19 at 06:55 PM

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avatar image Neonzz Jan 01 '19 at 07:07 PM

That worked thank you

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