After using RandRange, I noticed I was getting good compiles, but Unreal would crash instantly.
I realized what I’d done after a few hours of troubleshooting. I had a statement in the wrong sequence from the lecture.
I was calling:
SetupGame();
Isograms = GetValidWords(Words);
Then, in SetupGame, I was calling:
void UBullCowCartridge::SetupGame()
{
HiddenWord = Isograms[FMath::RandRange(0, Isograms.Num()-1)];
So I had Isograms being defined after it’s first use in SetupGame. Doh! No wonder those two calls were the run time crash. I just didn’t see any syntax issues, and couldn’t figure out the bounds issue. It was calling the zero index, without ever having anything populated in Isograms. Lesson learned.