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Engine cast returns null

I am trying to use the following code as a callback lambda:

 auto notificationClicked = [](const FGeometry&, const FPointerEvent&) -> FReply
         GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Notification was clicked"));
         // we restore the game window no matter where it is
         UGameEngine* engine = Cast<UGameEngine>(GEngine);
         if (engine != nullptr)
             TSharedPtr<SWindow> windowRef = engine->GameViewportWindow.Pin();
             if (windowRef.IsValid())
                 SWindow* window = windowRef.Get();
                 if (window != nullptr)
                     if (window->IsWindowMinimized())
                         GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Game was minimised"));
                 } else {
                     GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Window was nullptr"));
             } else {
                 GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Window Ref was not valid"));
         } else {
             GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Engine was nullptr"));
         return FReply::Handled();

However I am getting the message "Engine was nullptr". Is there any reason why the engine cast would return nullptr?

I am including "Runtime/Engine/Classes/Engine/GameEngine.h"

Product Version: UE 4.20
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asked Dec 08 '18 at 07:59 PM in C++ Programming

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