GEngine* is null when actors instantiate during editor startup?

Then, in the native base class constructor of my pawn, I create the components I need using CreateDefaultSubobject:

AVRArenaPawn_Base::AVRArenaPawn_Base()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	Root = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
	RootComponent = Root;

	PlayerCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("VRPlayerCamera"));
	PlayerCamera->SetupAttachment(RootComponent);

	Chaperone = CreateDefaultSubobject<USteamVRChaperoneComponent>(TEXT("Chaperone"));
	AddOwnedComponent(Chaperone);

	
	UVRArenaGlobalData* GlobalData = UVRArenaGlobalDataAccessLibrary::GetVRArenaGlobalData();
	if (GlobalData)
	{
		
		TSubclassOf<UHandControllerComponent_Base> HandControllerComponentClass = GlobalData->HandControllerComponent_BPC;
		
		if (HandControllerComponentClass)
		{
			
			UE_LOG(VRArenaGeneral, Log, TEXT("Generating hand components"));
			
			//Hand_Left = Cast<UHandControllerComponent_Base>(CreateDefaultSubobject<HandControllerComponentClass>(TEXT("Hand_Left")));
			//<HandControllerComponentClass>(TEXT("Hand_Left"));
						
			Hand_Left = (UHandControllerComponent_Base*)CreateDefaultSubobject(TEXT("Hand_Left"), UHandControllerComponent_Base::StaticClass(), HandControllerComponentClass, false, false, false);
			if (IsValid(Hand_Left))
			{
				Hand_Left->SetupAttachment(RootComponent);
				Hand_Left->Hand = EControllerHand::Left;
			}
			else
			{
				UE_LOG(VRArenaGeneral, Error, TEXT("Left hand component creation failed"));
			}

			Hand_Right = (UHandControllerComponent_Base*)CreateDefaultSubobject(TEXT("Hand_Right"), UHandControllerComponent_Base::StaticClass(), HandControllerComponentClass, false, false, false);
			if (IsValid(Hand_Right))
			{
				Hand_Right->SetupAttachment(RootComponent);
				Hand_Right->Hand = EControllerHand::Right;
			}
		} 		
	}    
}