I’ve been developing a Vive game using UE4 for over an year now, and I just got an Oculus Rift and wanted to port the game to that headset, so I unplugged the Vive and plugged the Rift, restarted my PC so that Unreal would stop trying to launch with SteamVR, but now, even though Oculus home is launched while the project loads, as soon as it reaches 100%, the editor crashes with this message.
Assertion failed:
ModuleManager.IsModuleLoaded(ModuleName)
[File:D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Core\Public\Modules/ModuleManager.h]
[Line: 258] Tried to get module
interface for unloaded module:
‘LevelEditor’UE4Editor_Core!FDebug::AssertFailed()
[d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_UnrealEd!FModuleManager::GetModuleChecked()
[d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\modules\modulemanager.h:258]
UE4Editor_UnrealEd!UEditorEngine::GetActiveViewport()
[d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:3475]
UE4Editor_OculusRift!FOculusRiftHMD::FindSceneViewport()
[d:\build++ue4+release-4.15+compile\sync\engine\plugins\runtime\oculusrift\source\oculusrift\private\oculusrifthmd.cpp:1364]
UE4Editor_OculusRift!FOculusRiftHMD::DoEnableStereo()
[d:\build++ue4+release-4.15+compile\sync\engine\plugins\runtime\oculusrift\source\oculusrift\private\oculusrifthmd.cpp:1382]
UE4Editor_Engine!UEngine::InitializeHMDDevice() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:2210]
UE4Editor_Engine!UEngine::Init()
[d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:873]
UE4Editor_UnrealEd!UEditorEngine::InitEditor()
[d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:557]
UE4Editor_UnrealEd!UEditorEngine::Init()
[d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:846]
UE4Editor_UnrealEd!UUnrealEdEngine::Init()
[d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:75]
UE4Editor!FEngineLoop::Init()
[d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2513]
UE4Editor_UnrealEd!EditorInit()
[d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedglobals.cpp:76]
UE4Editor!GuardedMain()
[d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:150]
UE4Editor!GuardedMainWrapper()
[d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain()
[d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh()
[f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32 ntdll
It seems like the engine can’t load the level editor (the main window) because of the Oculus, for some reason. The weird thing is, however, I created a new project using the VR template, and I can load and preview the game just fine.