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"

UCLASS()
class BATTLETANK_API ATank : public APawn
{
	GENERATED_BODY()

public:

	void AimAt(FVector OutHitLocation);

private:
	// Sets default values for this pawn's properties
	ATank();

	// 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())
	{
		return;
	}
	
	FVector OutHitLocation;
	if (GetSightRayHitLocation(OutHitLocation))
	{
		GetControlledTank()->AimAt(OutHitLocation);
	}
	
}

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()))

becomes:

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

That worked thank you