Description

Reproduced 3/3 times, issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression.

Steps to Reproduce
  1. Create a new Third Person BP Project
  2. Open BP_ThirdPersonCharacter
  3. At the end of the Begin Play section (behind Add Mapping Context), add a Automation Wait for Loading node
  4. Compile & Save
  5. Play in Standalone mode

Actual Result: Client Window Crashes, Editor Continues to Work

Expected Result: No Crash.

Callstack
Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Modules\ModuleManager.h] [Line: 303] Tried to get module interface for unloaded module: 'AutomationController'

UnrealEditor_FunctionalTesting!UAutomationBlueprintFunctionLibrary::FinishLoadingBeforeScreenshot() [D:\build\++UE5\Sync\Engine\Source\Developer\FunctionalTesting\Private\AutomationBlueprintFunctionLibrary.cpp:716]
UnrealEditor_FunctionalTesting!FWaitForLoadingToFinish::FWaitForLoadingToFinish() [D:\build\++UE5\Sync\Engine\Source\Developer\FunctionalTesting\Private\AutomationBlueprintFunctionLibrary.cpp:1050]
UnrealEditor_FunctionalTesting!UAutomationBlueprintFunctionLibrary::AutomationWaitForLoading() [D:\build\++UE5\Sync\Engine\Source\Developer\FunctionalTesting\Private\AutomationBlueprintFunctionLibrary.cpp:1187]
UnrealEditor_FunctionalTesting!UAutomationBlueprintFunctionLibrary::execAutomationWaitForLoading() [D:\build\++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\FunctionalTesting\UHT\AutomationBlueprintFunctionLibrary.gen.cpp:391]
UnrealEditor_CoreUObject!UObject::execCallMathFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1054]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1188]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1018]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1258]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1188]
UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1285]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6455]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2116]
UnrealEditor_Engine!AActor::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1055]
UnrealEditor_Engine!AActor::BeginPlay() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:4115]
UnrealEditor_Engine!AActor::DispatchBeginPlay() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:4055]
UnrealEditor_Engine!AWorldSettings::NotifyBeginPlay() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldSettings.cpp:291]
UnrealEditor_Engine!AGameStateBase::HandleBeginPlay() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\GameStateBase.cpp:207]
UnrealEditor_Engine!UWorld::BeginPlay() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:4882]
UnrealEditor_Engine!UEngine::LoadMap() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14882]
UnrealEditor_Engine!UEngine::Browse() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14037]
UnrealEditor_Engine!UGameInstance::StartGameInstance() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\GameInstance.cpp:638]
UnrealEditor_Engine!UGameEngine::Start() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1219]
UnrealEditor!FEngineLoop::Init() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4370]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:182]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

 

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Fixed
ComponentUE - Automation Test
Affects Versions5.1
Target Fix5.3
Fix Commit23915969
Main Commit23915969
CreatedJan 5, 2023
ResolvedJan 30, 2023
UpdatedJun 20, 2023