To repro you need to fire off an assertion early - my gamemode constructor was the trigger. The following may do the trick provided doomedToFailure doesn’t exist.
static UClass *doomedToFailure=0;
AMyGameMode::AMyGameMode(const class FObjectInitializer& PCIP)
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bTickEvenWhenPaused = true;
{
static ConstructorHelpers::FObjectFinder<UBlueprint> matchObFndr1(TEXT("Blueprint'/doomedToFailure.doomedToFailure'"));
doomedToFailure = matchObFndr1.Object ? matchObFndr1.Object->GeneratedClass : 0;
}
}