Which module i need to add in the build.cs folder for this error

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Assertion failed: Object->HasAnyFlags( RF_BeginDestroyed ) && !Object->HasAnyFlags( RF_FinishDestroyed ) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp] [Line: 1801]

UnrealEditor_CoreUObject!IncrementalDestroyGarbage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:1801]
UnrealEditor_CoreUObject!IncrementalPurgeGarbage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:1714]
UnrealEditor_CoreUObject!StaticExit() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:4774]
UnrealEditor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:731]
UnrealEditor!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:967]
UnrealEditor!FEngineLoop::AppPreExit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:6124]
UnrealEditor!FEngineLoop::Exit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4524]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:197]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Do you mean this?
UObjectBaseUtility::HasAnyFlags | Unreal Engine Documentation

I’m not sure about it

Not sure you are missing a specific module. Are you trying to access an object in c++ that is already maybe destroyed by any chance?

Is this happening during runtime in a specific situation?

That’s not a missing module, that’s an indicator that you’re trying to access something after it has been destroyed, most likely.

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