Description

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

Steps to Reproduce

Repro steps unknown

Callstack
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()

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Won't Fix
ComponentUE - Foundation - Core
Affects Versions4.174.214.22
CreatedAug 10, 2017
ResolvedAug 9, 2021
UpdatedOct 20, 2021