I am exploring Cesium for the first time within Unreal Engine and am running into some issues around testing builds. Everything works just fine in editor, specifically when using “Selected viewport”, but crashes when launching as “Standalone game”. It looks like something in the plugin is trying to access the viewport as if it were the editor and not a standalone game. Is this a known issue that can be resolved? Below is a log snippet:
Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Modules/ModuleManager.h] [Line: 277] Tried to get module interface for unloaded module: 'LevelEditor'
UE4Editor_Core!AssertFailedImplV() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461]
UE4Editor_UnrealEd!DispatchCheckVerify<void,<lambda_43605246a037fefe24219742e67009f1> >() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Misc\AssertionMacros.h:164]
UE4Editor_UnrealEd!UEditorEngine::GetActiveViewport() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1825]
UE4Editor_CesiumRuntime!ACesium3DTileset::GetEditorCamera() [D:\Build\++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\CesiumForUnreal\Source\CesiumRuntime\Private\Cesium3DTileset.cpp:790]
UE4Editor_CesiumRuntime!ACesium3DTileset::Tick() [D:\Build\++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\CesiumForUnreal\Source\CesiumRuntime\Private\Cesium3DTileset.cpp:859]
UE4Editor_Engine!AActor::TickActor() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1093]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:173]
UE4Editor_Engine!FTickFunctionTask::DoTask() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:284]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:709]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:601]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1525]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:564]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1578]
UE4Editor_Engine!UWorld::RunTickGroup() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:782]
UE4Editor_Engine!UWorld::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1576]
UE4Editor_Engine!UGameEngine::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1794]
UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4836]
UE4Editor!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
If I actually package the project I can avoid this crash as “with_editor” is false, however, it doesn’t seem like any terrain is loading either. Nothing suspect is in the log, and it may just be user error. Are there any special steps required to package projects with Cesium?