Context: I have a project that was built in UE4.26 and updated to UE4.27. The project was originally created for Oculus, but we’re trying to bring it to Desktop and hoping to update to UE5 for improved Metahumans and in-editor animation tools.
I have managed to get Visual Studio 2022 to build a solution for UE5.0, but when I open it the engine crashes after loading 75% of the project. I get this fatal error:
Assertion failed: InElementOwner [File:Drive:\build\++UE5\Sync\Engine\Source\Runtime\TypedElementFramework\Public\Elements\Framework\TypedElementOwnerStore.h] [Line: 131] Element owner passed to RegisterElementOwner was null for key (<GetTypedElementOwnerStoreKeyDebugString not implemented for key type>)! Element owners must be valid!
Does anyone have any advice on how to diagnose and treat this issue?
in 4,26 change the plugin to open xr, remove oculous and steam
you can change it back in 5
Check if google play store is setup
if so
unset it up and add it later
its either the oculous key or the google key I think
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Unfortunately, I’m still getting the same error, even after removing the oculus and steamvr plugins. I already had openXR enabled and I’m still hoping to find some combination of settings that will circumvent this crash.
are you using nikokun’s original or the link to the one I posted
its linked to the “motion controller hand”
“hand” by itself was deprecated after 4.21
I tried to fix it with mine, apparently it doesn’t work for you
I’m not a pro so I hope you get it working
maybe post your results
Currently, this project has OpenXR, OpenXREyeTracker, and OpenXRHandTracking enabled. In the past, we did have OpenXRMsftHandInteraction but it’s not currently enabled. They’re all currently listed as version 1.0 from Epic Games, Inc. but MsftHandInteraction is listed as being still Beta.
Sorry, I’m not yet familiar with your work or Nikokun’s. This is an original simulation project that I’ve been working on with a small team for a while, which is why it takes so long to extricate some of these plugins from our blueprints and other code.
I figured out my solution! The problem was that my own in-house plugin was using NewObject in a deprecated way instead of CreateDefaultSubobject. That’s why there were dynamic elements with invalid owners.
Thank you for your help!
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I have the same issue, but it occurred just after I restarted my PC. I barely use any C++ code in my project, and the few C++ files I have are not related to the error. The error message mentions a level sequence.
Here is the crash log:
Ensure condition failed: Registry [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Elements\Framework\EngineElementsLibrary.cpp] [Line: 33]
Typed element was requested for ‘/Game/MetaAnims/Animations/LS_Screamer.LS_Screamer:MovieScene_0.CineCameraActor_1.SceneComponent’ before the registry was available! This usually means that NewObject was used instead of CreateDefaultSubobject during CDO construction.
[2024-03-16T05:00:48.714Z]LogOutputDevice: Error: Ensure condition failed: Registry [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Elements\Framework\EngineElementsLibrary.cpp] [Line: 33]
[2024-03-16T05:00:48.714Z]LogOutputDevice: Error: Typed element was requested for ‘/Game/MetaAnims/Animations/LS_Screamer.LS_Screamer:MovieScene_0.CineCameraActor_1.SceneComponent’ before the registry was available! This usually means that NewObject was used instead of CreateDefaultSubobject during CDO construction.
[2024-03-16T05:00:48.714Z]LogStats: FDebug::EnsureFailed - 0.001 s
A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor.exe.