So…are you using an OculusRift?
No, I’ve never owned one, but this error keeps occurring and I cannot load the engine.
You can try disabling the plugin (open UE4\Engine\Plugins\Runtime\OculusRift\OculusRift.uplugin
and change EnabledByDefault
to false) or add the following to your *.uproject file which prevents the plugin from loading:
(optional comma if the Plugins section doesn't exist yet in your JSON file)
"Plugins": [
{
"Name": "OculusRift",
"Enabled": false
}
]
Using the first option stopped that error, but caused a crash.
Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:D:\Build++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Core\Public\Modules\ModuleManager.h] [Line: 247]
Tried to get module interface for unloaded module: ‘D3D11RHI’
How did you get your build? Unreal Launcher, build from Github source, … ? It seems like you are missing certain files.
Just from the main website.
Hello BNS Max,
Could you try verifying your engine version and let me know if this helps? I have provided an example below that shows how to verify your engine.
Example:
I have two GTX 970s, which can run up to DX12
Done, but no fish
Heading to bed so i’ll check this again tomorrow.
Bump, awake.
I noticed that you were receiving a crash. Does this crash occur even when opening a clean project or is this an issue with a certain project in particular? Also could you provide the complete callstack (including machine ID)?
Nobody else got a suggestion?
I have absolutely no projects, I have never been able to open the engine. I’ll just get the callstack now.
Have you tried opening UE4Editor.exe with Administrator privileges?
Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:D:\Build++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Core\Public\Modules\ModuleManager.h] [Line: 247]
Tried to get module interface for unloaded module: ‘D3D11RHI’
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332]
UE4Editor_RHI!FModuleManager::GetModuleChecked() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\modules\modulemanager.h:247]
UE4Editor_RHI!FModuleManager::LoadModuleChecked() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\modules\modulemanager.h:292]
UE4Editor_RHI!PlatformCreateDynamicRHI() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\rhi\private\windows\windowsdynamicrhi.cpp:117]
UE4Editor_RHI!RHIInit() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\rhi\private\dynamicrhi.cpp:173]
UE4Editor!FEngineLoop::PreInit() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1515]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:113]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:D:\Build++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Core\Public\Modules\ModuleManager.h] [Line: 247]
Tried to get module interface for unloaded module: ‘D3D11RHI’
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332]
UE4Editor_RHI!FModuleManager::GetModuleChecked() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\modules\modulemanager.h:247]
UE4Editor_RHI!FModuleManager::LoadModuleChecked() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\modules\modulemanager.h:292]
UE4Editor_RHI!PlatformCreateDynamicRHI() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\rhi\private\windows\windowsdynamicrhi.cpp:117]
UE4Editor_RHI!RHIInit() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\rhi\private\dynamicrhi.cpp:173]
UE4Editor!FEngineLoop::PreInit() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1515]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:113]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
What happens if you install Epic Launcher and UE4 in the default location on C:?