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LoadModuleChecked access voilation in build

I'm making a plugin to load images asynchronously during gameplay, while this works fine in editor, the built version seems to fail at this point, as if either the modulemanager or the module is not initialized yet.

Is there a way to circumvent this early loading or to call an Init function to load the module during gameplay? If so, how should I do this?

Relevant code:

static IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked(FName("ImageWrapper"));

in the CPP of a UObject similar based off this .

Thanks in advance!

Product Version: UE 4.21
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asked Jan 21 '19 at 10:38 AM in C++ Programming

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