A user decided to test the experimental Unit Test Framework plugin that was included with 4.11. The user discovered that the Editor will crash whenever opening a project that has this plugin enabled, and found a workaround to allow the Editor to open the project successfully.
Crash reporter link: [Link Removed]
Related Bugg: [Link Removed]
RESULT:
The Editor will crash whenever it attempts to open the project.
EXPECTED:
The Editor opens the project normally.
WORKAROUND:
Locate the UnitTestFramework.uplugin file in the Engine/Plugins/Experimental/UnitTestFramework folder. Open the file for editing and change the LoadingPhase for the UnitTestFrameworkEditor module from Default to PostEngineInit. Rebuild the Engine with the new LoadingPhase set and the project will open successfully in the Editor.
Assertion failed: GEditor [Link Removed] [Line: 166]
UE4Editor_Core!FDebug::AssertFailed() [d:\source\unrealengine-4.11.2-release\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_Kismet!FBlueprintEditorModule::StartupModule() [d:\source\unrealengine-4.11.2-release\engine\source\editor\kismet\private\blueprinteditormodule.cpp:166]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\source\unrealengine-4.11.2-release\engine\source\runtime\core\private\modules\modulemanager.cpp:446]
UE4Editor_Core!FModuleManager::LoadModule() [d:\source\unrealengine-4.11.2-release\engine\source\runtime\core\private\modules\modulemanager.cpp:299]
UE4Editor_UnitTestFrameworkEditor!FModuleManager::LoadModuleChecked<FBlueprintEditorModule>() [d:\source\unrealengine-4.11.2-release\engine\source\runtime\core\public\modules\modulemanager.h:281]
UE4Editor_UnitTestFrameworkEditor!FUnitTestFrameworkEditorModule::StartupModule() [d:\source\unrealengine-4.11.2-release\engine\plugins\experimental\unittestframework\source\unittestframeworkeditor\private\unittestframeworkeditormodule.cpp:159]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\source\unrealengine-4.11.2-release\engine\source\runtime\core\private\modules\modulemanager.cpp:446]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() [d:\source\unrealengine-4.11.2-release\engine\source\runtime\projects\private\moduledescriptor.cpp:398]
UE4Editor_Projects!FPluginManager::LoadModulesForEnabledPlugins() [d:\source\unrealengine-4.11.2-release\engine\source\runtime\projects\private\pluginmanager.cpp:539]
UE4Editor!FEngineLoop::LoadStartupModules() [d:\source\unrealengine-4.11.2-release\engine\source\runtime\launch\private\launchengineloop.cpp:2081]
UE4Editor!FEngineLoop::PreInit() [d:\source\unrealengine-4.11.2-release\engine\source\runtime\launch\private\launchengineloop.cpp:1544]
UE4Editor!GuardedMain() [d:\source\unrealengine-4.11.2-release\engine\source\runtime\launch\private\launch.cpp:110]
UE4Editor!GuardedMainWrapper() [d:\source\unrealengine-4.11.2-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\source\unrealengine-4.11.2-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.11.2, 4.13 |
Target Fix | 4.12 |
Created | May 2, 2016 |
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Resolved | May 16, 2016 |
Updated | Apr 27, 2018 |