Game crashing on Packaged build when using a CustomMovieScene Track

Hey there guys… don’t know if you could help me… but i’m trying to create Sequencer support to PaperZD and, although it’s been a bumpy ride, the core functionality is done on the EDITOR… but as always… when cooking the game something breaks… in this case the MovieSequencer SetupAndTearDown is failing a Check somewhere.

I can’t debug exactly which line is because even though i include the source code on the game… i cannot jump to where the breakpoint happens when attaching VS to the game (or even building a cooking Debug Build)

BUT!.. i got the stacktrace and is this one

Assertion failed: bIsValid [File:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Core\Public\Misc/InlineValue.h] [Line: 141]
It is an error to call GetValue() on an invalid TInlineValue. Please either check IsValid() or use Get(DefaultValue) instead.

ZD_415_Win64_DebugGame!FDebug::AssertFailed()
ZD_415_Win64_DebugGame!FMovieSceneRootEvaluationTemplateInstance::CallSetupTearDown()
ZD_415_Win64_DebugGame!FMovieSceneRootEvaluationTemplateInstance::Evaluate()
ZD_415_Win64_DebugGame!UMovieSceneSequencePlayer::UpdateMovieSceneInstance()
ZD_415_Win64_DebugGame!UMovieSceneSequencePlayer::PlayInternal()
ZD_415_Win64_DebugGame!UFunction::Invoke()
ZD_415_Win64_DebugGame!UObject::CallFunction()
ZD_415_Win64_DebugGame!UObject::ProcessContextOpcode()
ZD_415_Win64_DebugGame!UObject::ProcessInternal()
ZD_415_Win64_DebugGame!UObject::CallFunction()
ZD_415_Win64_DebugGame!UObject::ProcessInternal()
ZD_415_Win64_DebugGame!UFunction::Invoke()
ZD_415_Win64_DebugGame!UObject::ProcessEvent()
ZD_415_Win64_DebugGame!AActor::ProcessEvent()
ZD_415_Win64_DebugGame!UExporter::ExportToOutputDevice()
ZD_415_Win64_DebugGame!FInputActionHandlerDynamicSignature::Execute()
ZD_415_Win64_DebugGame!FInputActionUnifiedDelegate::Execute()
ZD_415_Win64_DebugGame!UPlayerInput::ProcessInputStack()
ZD_415_Win64_DebugGame!APlayerController::ProcessPlayerInput()
ZD_415_Win64_DebugGame!APlayerController::TickPlayerInput()
ZD_415_Win64_DebugGame!APlayerController::PlayerTick()
ZD_415_Win64_DebugGame!APlayerController::TickActor()
ZD_415_Win64_DebugGame!FActorTickFunction::ExecuteTick()
ZD_415_Win64_DebugGame!FTickFunctionTask:oTask()
ZD_415_Win64_DebugGame!TGraphTask::ExecuteTask()
ZD_415_Win64_DebugGame!FNamedTaskThread::ProcessTasksNamedThread()
ZD_415_Win64_DebugGame!FNamedTaskThread::ProcessTasksUntilQuit()
ZD_415_Win64_DebugGame!FTaskGraphImplementation::WaitUntilTasksComplete()
ZD_415_Win64_DebugGame!FTickTaskSequencer::ReleaseTickGroup()
ZD_415_Win64_DebugGame!FTickTaskManager::RunTickGroup()
ZD_415_Win64_DebugGame!UWorld::RunTickGroup()
ZD_415_Win64_DebugGame!UWorld::Tick()
ZD_415_Win64_DebugGame!UGameEngine::Tick()
ZD_415_Win64_DebugGame!FEngineLoop::Tick()
ZD_415_Win64_DebugGame!GuardedMain()
ZD_415_Win64_DebugGame!GuardedMainWrapper()
ZD_415_Win64_DebugGame!WinMain()
ZD_415_Win64_DebugGame!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

As you can see… it fails on a Get (map or array maybe)… this doesn’t happen on the Engine build… so it must be the case of something not cooking correctly (My custom tracks obviously).

I know it’s a stretch… but can someone point me in the right direction?

Cheers!

Solved the problem… the custom movie track, template and everything was created on an Editor Module, which obviously wouldn’t load at runtime

If anyone has a problem of objects not loading at runtime… check that… and that they don’t have a Blueprint as outer too