Gengine not initialized

Error shows up in the output log and also while packaging, but always only once and quite early in the process


LogUObjectAllocator: 5855632 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogPhysics:Error: FBodyInstance::GetSimplePhysicalMaterial : GEngine not initialized! Cannot call this during native CDO construction, wrap with if(!HasAnyFlags(RF_ClassDefaultObject)) or move out of constructor, material parameters will not be correct.
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled

I checked all constructors in cpp and I don’t use gengine anywhere. Can anybody help?

Does this happen with the sample projects? What version of the engine are you running?

There could be some calls to UE function within your class constructor which indirecly uses GEngine. To be safe, do not use call an UE function (which may use GEngine) inside constructor - because it may not be initialized yet. Try using it in later stage such as in BeginPlay.