I have an Unreal project where I have a module for a third-party DLL. I set the bUseRTTI flag to true inside the Module.Build.cs file. This third-party DLL uses dynamic_pointer_cast calls for standard C++ shared_ptrs. The build for this project is failing at building this module, here is the error message, noexcept: attempting to reference a deleted function. My extensive online search did not yield a solution to this problem. What could be the issue here? I would appreciate any unreal game developers who would respond to this question with a possible root cause and a fix.
Turns out I needed to set bUseRTTI to true in the main module of the level/game that actually uses my module for the third party DLL. Once I did that, the project builds successfully. However, this third party DLL has dependent DLLs that are all copied to the Binaries\Win64 folder, despite that, the unreal crashes when I play the level/game that uses this third party DLL.
How should one approach this problem? What is the best way to debug why Unreal is crashing on game play? The saved logs are indicating that the game play is not even getting the point in code for the level that uses this third-party library.
Appreciate any thoughts on the root cause of this behavior.