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PostEngineInit Crash

I have a C++ module that needs access to GUnrealEd in ::StartupModule(). For that reason, its LoadingPhase is set to PostEngineInit and it worked just fine. Since 4.6, the Engine crashes on startup:

 Assertion failed: GEnumAutoStartupModuleName != nullptr [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.6\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 1005] 
 This callback should be set by the target binary.

If I change the LoadingPhase to Default, the crash is gone, but so is GUnrealEd, since it has not been loaded yet. Is this a bug or is there a different way to do this now?

Product Version: Not Selected
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asked Dec 03 '14 at 09:22 PM in Bug Reports

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lucasncv
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Hi lucasncv!

This should be fixed in the master branch with this commit: https://github.com/EpicGames/UnrealEngine/commit/466d4ac23138da41dd18890717303e005588bb3a

Also, since it's not a small change you could just modify FModuleManager::GetAutoStartupModuleList function to look like this:

 void FModuleManager::GetAutoStartupModuleList(TArray<FString>& OutModules) const
 {
     if (GEnumAutoStartupModuleName)
     {
         const ANSICHAR* NamePtr = nullptr;
         int32 Index = 0;
         while ((NamePtr = GEnumAutoStartupModuleName(Index++)) != nullptr)
         {
             OutModules.Add(FString(NamePtr));
         }
     }
 }
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answered Dec 09 '14 at 07:33 PM

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robert.manuszewski STAFF
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