I am having issues loading my effect.fx from directx. When I step into my application, my ID3D10Effect *m_pDefaultEffect; pointer remains empty. the address remains at 0x000000
below is my code
#pragma once
#include "stdafx.h"
#include "resource.h"
#include "d3d10.h"
#include "d3dx10.h"
#include "dinput.h"
#define MAX_LOADSTRING 100
class RenderEngine {
protected:
    RECT m_screenRect;
    //direct3d Members
    ID3D10Device *m_pDevice; // The IDirect3DDevice10
    // interface
    ID3D10Texture2D *m_pBackBuffer; // Pointer to the back buffer
    ID3D10RenderTargetView *m_pRenderTargetView; // Pointer to render target view
    IDXGISwapChain *m_pSwapChain; // Pointer to the swap chain
    RECT m_rcScreenRect; // The dimensions of the screen
    ID3D10Texture2D *m_pDepthStencilBuffer;
    ID3D10DepthStencilState *m_pDepthStencilState;
    ID3D10DepthStencilView *m_pDepthStencilView;
    //transformation matrixs
    D3DXMATRIX g_mtxWorld;
    D3DXMATRIX g_mtxView;
    D3DXMATRIX g_mtxProj;
    //Effect members
    ID3D10Effect *m_pDefaultEffect;
    ID3D10EffectTechnique *m_pDefaultTechnique;
    ID3DX10Font *m_pFont; // The font used for rendering text
    // Sprites used to hold font characters
    ID3DX10Sprite *m_pFontSprite;
    ATOM RegisterEngineClass();
    void DoFrame(float);
    bool LoadEffects();
public:
    static HINSTANCE m_hInst;
    HWND m_hWnd;
    int m_nCmdShow;
    TCHAR m_szTitle[MAX_LOADSTRING];                    // The title bar text
    TCHAR m_szWindowClass[MAX_LOADSTRING];          // the main window class name
    void DrawTextString(int x, int y, D3DXCOLOR color, const TCHAR *strOutput);
    //static functions
    static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
    static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
    bool InitWindow();
    bool InitDirectX();
    bool InitInstance();
    int Run();
    void ShutDown();
    RenderEngine()
    {
        m_screenRect.right = 800;
        m_screenRect.bottom = 600;
    }
};
below is the implementation 
bool RenderEngine::LoadEffects()
{
    HRESULT hr;
    ID3D10Blob *pErrors = 0;
    // Create the default rendering effect
    hr = D3DX10CreateEffectFromFile(L"effect.fx", NULL, NULL,
    "fx_4_0", D3D10_SHADER_DEBUG, 0, m_pDevice, NULL, NULL, &m_pDefaultEffect,
    &pErrors, NULL);
    if(pErrors)// at this point, m_pDefaultEffect is still empty but pErrors returns data which means there is 
    {//errors
        return false; //ends here
    }
    //m_pDefaultTechnique = m_pDefaultEffect->GetTechniqueByName("DefaultTechnique");
    return true;
}
My directx Device does work. 
My effect.fx file is in the same folder as my solution files (.cpp and header files)