SpawnActor Function crashed tool while compiling

FName WeaponSocket(_T(“hand_rSocket”));
auto CurWeapon = ()->SpawnActor(FVector::ZeroVector, FRotator::ZeroRotator);
// if (nullptr != CurWeapon)
// {
// CurWeapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, WeaponSocket);
// }

Code above is the issue i guess.
When i compile the code with those, it occurs crash with this error

LoginId:8e935ff242a839f6677ebe8f10950289
EpicAccountId:8f3a8b50bd8f4b99a771f98e5724d5c8

Unhandled exception

UE4Editor_Engine!UWorld::SpawnActor() [d:\build\++ue4\sync\engine\source\runtime\engine\private\levelactor.cpp:313]
UE4Editor_Engine!UWorld::SpawnActor() [d:\build\++ue4\sync\engine\source\runtime\engine\private\levelactor.cpp:302]
UE4Editor_ArenaBattle_0002!AABCharacter::AABCharacter() [c:\users\admin\documents\unreal projects\arenabattle\source\arenabattle\abcharacter.cpp:55]
UE4Editor_CoreUObject!UClass::CreateDefaultObject() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:3076]
UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:793]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:869]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:813]
UE4Editor_Core!TBaseMulticastDelegate<void>::Broadcast() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:977]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:530]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() [d:\build\++ue4\sync\engine\source\runtime\projects\private\moduledescriptor.cpp:596]
UE4Editor_Projects!FProjectManager::LoadModulesForProject() [d:\build\++ue4\sync\engine\source\runtime\projects\private\projectmanager.cpp:63]
UE4Editor!FEngineLoop::LoadStartupModules() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3135]
UE4Editor!FEngineLoop::PreInit() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2536]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:129]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Without the code above, it works fine.
What i have done wrong?

It seems it’s assert fail, just to make sure can you show logs from Saved/Logs in your project directory

link text

Thanks here i have my log file. I added more code without the problem code thought

Oh! Sorry I figured it out.
Actually I put that codes in wrong place.
Stupid me. Sorry to bother you.