Why isn't my projection matrix working?

Everything works and when I start adding the projection matrix everything fails to load. I just want to know what is causing the problem everything seems to be fine. I’m adding it in my shaders. I load a 4x4 matrix to the uniform. I also create the projection matrix. I don’t know what else I’m doing wrong.

vertShader

gl_Position = projectionMatrix * transformationMatrix * vec4(position, 1.0f);

shader source file

void StaticShader::getAllUniformLocations()
	{
		m_LocationTransformMatrix = super::getUniformLocation("transformationMatrix");
		m_LocationProjectionMatrix = super::getUniformLocation("projectionMatrix");
	}

void StaticShader::loadProjectionMatrix(glm::mat4& projection)
	{
		super::loadMatrix(m_LocationProjectionMatrix, projection);
	}

renderer source file

NEAR_PLANE is a static constant float and same goes for FAR_PLANE

Renderer::Renderer(shader::StaticShader& shader)
	{
		glm::mat4 projectionMatrix = projectionMatrix = glm::perspective(70.0f, 800.0f / 700.0f, NEAR_PLANE, FAR_PLANE);
		shader.enable();
		shader.loadProjectionMatrix(projectionMatrix);
		shader.disable();
	}

Can you clarify what “fails to load” means?

Also: probably not related to this, but:

Unless you’re using a rather old version of GLM, the above specifies a field-of-view angle of 70 radians (~4011 degrees. That will probably work by coincidence (producing the same matrix as an angle of 0.885 radians = 50.7 degrees), but other values (which would be sensible if in degrees) can result in a projection matrix with a negative scale factor (rotating the scene 180 degrees about the centre of the view).

And what values do they have? A near plane of 0 will cause things to fail to draw.