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ue5.4.4_ v5.0.1 Assertion failed: ModuleManager.IsModuleLoaded #149

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WYC141 opened this issue Aug 31, 2024 · 1 comment
Open

ue5.4.4_ v5.0.1 Assertion failed: ModuleManager.IsModuleLoaded #149

WYC141 opened this issue Aug 31, 2024 · 1 comment

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@WYC141
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WYC141 commented Aug 31, 2024

Hello,
When I start my project and try to choose Ultraleap plugin (v5.0.1), this crash occurred every time.

Here the last lines from the crash report:
LoginId:c3fd63564686d9350463b1a2657ce037
EpicAccountId:e42cc24347a447e6b7e4706c5ba72681

Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Modules\ModuleManager.h] [Line: 333] Tried to get module interface for unloaded module: 'Niagara'

UnrealEditor_Niagara!FModuleManager::GetModuleChecked() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Modules\ModuleManager.h:333]
UnrealEditor_Niagara!FVersionedNiagaraEmitterData::PostLoad() [D:\build++UE5\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraEmitter.cpp:740]
UnrealEditor_Niagara!UNiagaraEmitter::PostLoad() [D:\build++UE5\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraEmitter.cpp:683]
UnrealEditor_CoreUObject!UObject::ConditionalPostLoad() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1306]
UnrealEditor_CoreUObject!EndLoad() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2262]
UnrealEditor_CoreUObject!LoadPackageInternal'::110'::<lambda_2>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1810]
UnrealEditor_CoreUObject!LoadPackageInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1912]
UnrealEditor_CoreUObject!LoadPackage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2068]
UnrealEditor_CoreUObject!LoadPackage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2044]
UnrealEditor_CoreUObject!ResolveName() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1246]
UnrealEditor_CoreUObject!StaticLoadObjectInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1356]
UnrealEditor_CoreUObject!StaticLoadObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1430]
UnrealEditor_UltraleapTracking
UnrealEditor_CoreUObject!UClass::CreateDefaultObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:4586]
UnrealEditor_CoreUObject!UClass::InternalCreateDefaultObjectWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5190]
UnrealEditor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:809]
UnrealEditor_CoreUObject!ProcessNewlyLoadedUObjects() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:894]
UnrealEditor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(FName,bool),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:777]
UnrealEditor_Core!TMulticastDelegate<void __cdecl(FName,bool),FDefaultDelegateUserPolicy>::Broadcast() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:956]
UnrealEditor_Core!FModuleManager::LoadModuleWithFailureReason() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:648]
UnrealEditor_Projects!FModuleDescriptor::LoadModulesForPhase() [D:\build++UE5\Sync\Engine\Source\Runtime\Projects\Private\ModuleDescriptor.cpp:696]
UnrealEditor_Projects!FPluginManager::TryLoadModulesForPlugin() [D:\build++UE5\Sync\Engine\Source\Runtime\Projects\Private\PluginManager.cpp:2766]
UnrealEditor_Projects!FPluginManager::LoadModulesForEnabledPlugins() [D:\build++UE5\Sync\Engine\Source\Runtime\Projects\Private\PluginManager.cpp:2903]
UnrealEditor!FEngineLoop::LoadStartupModules() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4731]
UnrealEditor!FEngineLoop::PreInitPostStartupScreen() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4000]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:136]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Leap Motion Controller v1 Ultraleap Gemini v5.17.0 Win11

@Lukaris
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Lukaris commented Sep 4, 2024

if I press the button "send and restart" on the crash windows, it usually start to load the project.

don't expect any update on the software.. it looks like the Ultraleap Team does not exist anymore..

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