This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below.
Error message:
Assertion failed: Module [Link Removed] [Line: 350] MeshUtilities
Source Context:
335 336 EModuleLoadResult FailureReason; 337 IModuleInterface* Result = LoadModuleWithFailureReason(InModuleName, FailureReason, bWasReloaded ); 338 339 // This should return a valid pointer only if and only if the module is loaded 340 check((Result != nullptr) == IsModuleLoaded(InModuleName)); 341 342 return Result; 343 } 344 345 346 IModuleInterface& FModuleManager::LoadModuleChecked( const FName InModuleName, const bool bWasReloaded ) 347 { 348 IModuleInterface* Module = LoadModule(InModuleName, bWasReloaded); 349 ***** checkf(Module, *InModuleName.ToString()); 350 351 return *Module; 352 } 353 354 355 IModuleInterface* FModuleManager::LoadModuleWithFailureReason(const FName InModuleName, EModuleLoadResult& OutFailureReason, bool bWasReloaded /*=false*/) 356 { 357 #if 0 358 ensureMsgf(IsInGameThread(), TEXT("ModuleManager: Attempting to load '%s' outside the main thread. Please call LoadModule on the main/game thread only. You can use GetModule or GetModuleChecked instead, those are safe to call outside the game thread."), *InModuleName.ToString()); 359 #endif 360 361 DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Module Load"), STAT_ModuleLoad, STATGROUP_LoadTime); 362 363 #if STATS 364 // This is fine here, we only load a handful of modules.
Most recent user affected CL: 3573198
Repro steps unknown
UE4Editor_Core!FModuleManager::LoadModuleChecked() [modulemanager.cpp:350] UE4Editor_Engine!GetStaticMeshDerivedDataVersion() [staticmesh.cpp:1081] UE4Editor_Engine!BuildStaticMeshDerivedDataKey() [staticmesh.cpp:1161] UE4Editor_Engine!FStaticMeshRenderData::Cache() [staticmesh.cpp:1260] UE4Editor_Engine!UStaticMesh::CacheDerivedData() [staticmesh.cpp:2201] UE4Editor_Engine!UStaticMesh::PostLoad() [staticmesh.cpp:2565] UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [obj.cpp:991] UE4Editor_Engine!UBodySetup::PostLoad() [bodysetup.cpp:1179] UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [obj.cpp:991] UE4Editor_CoreUObject!EndLoad() [uobjectglobals.cpp:1561] UE4Editor_CoreUObject!LoadPackageInternal() [uobjectglobals.cpp:1312] UE4Editor_CoreUObject!LoadPackage() [uobjectglobals.cpp:1403] UE4Editor_CoreUObject!ResolveName() [uobjectglobals.cpp:781] UE4Editor_CoreUObject!StaticLoadObjectInternal() [uobjectglobals.cpp:869] UE4Editor_CoreUObject!StaticLoadObjectInternal() [uobjectglobals.cpp:920] UE4Editor_CoreUObject!StaticLoadObject() [uobjectglobals.cpp:936] UE4Editor_ViewportInteraction!APivotTransformGizmo::APivotTransformGizmo() [vipivottransformgizmo.cpp:43] UE4Editor_CoreUObject!UClass::CreateDefaultObject() [class.cpp:2687] UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [uobjectbase.cpp:817] UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [uobjectbase.cpp:895] UE4Editor!FEngineLoop::PreInit() [launchengineloop.cpp:1835] UE4Editor!GuardedMain() [launch.cpp:127] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:253] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-48274 in the post.
3 |
Component | UE - Foundation - Core |
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Affects Versions | 4.17, 4.21, 4.22 |
Created | Aug 10, 2017 |
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Resolved | Aug 9, 2021 |
Updated | Oct 20, 2021 |