This is launching the game in standalone PIE mode, so something like this was my reproducable case for testing.
“\Engine\Binaries\Win64\UnrealEditor.exe” “../../../GameName/GameName.uproject” /Game/GameName/Levels/TestLevel -game -PIEVIACONSOLE -Multiprocess GameUserSettingsINI=“PIEGameUserSettings0” -MultiprocessSaveConfig -forcepassthrough -messaging -SessionName=“Play in Standalone Game” -windowed -WinX=320 -WinY=267 SAVEWINPOS=1 -ResX=1280 -ResY=720
As a current workaround, we are currently using this hack, but would prefer to do something cleaner.
void FGameNameModule::StartupModule()
{
#if WITH_EDITOR
if (IsRunningGame())
{
// HACK: Prevent linker crash when AnimSequence packages contain animation modifier
// subobjects whose classes are in editor-only modules not loaded in standalone PIE.
// FixupExportMap nulls these exports before CreateExport attempts class resolution.
FCoreRedirects::AddKnownMissing(
ECoreRedirectFlags::Type_Class | ECoreRedirectFlags::Category_InstanceOnly,
FCoreRedirectObjectName(TEXT(“/Script/AnimationModifiers.AnimationModifiersAssetUserData”)),
ECoreRedirectFlags::None
);
FCoreRedirects::AddKnownMissing(
ECoreRedirectFlags::Type_Class | ECoreRedirectFlags::Category_InstanceOnly,
FCoreRedirectObjectName(TEXT(“/Script/AnimationModifiers.AnimationModifier”)),
ECoreRedirectFlags::None
);
}
#endif
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