Crash when destroying a pawn on the client.
Reproduced in 4.8.1 and Main (//depot/UE4/Promotable-CL-2610743). This is a regression: the crash does not occur in 4.7.6
Crash Report:
[Link Removed]
Call Stack:
UE4Editor_Engine!USkeletalMeshComponent::TickPose() skeletalmeshcomponent.cpp:605
UE4Editor_Engine!UCharacterMovementComponent::TickCharacterPose() charactermovementcomponent.cpp:6943
UE4Editor_Engine!UCharacterMovementComponent::MoveAutonomous() charactermovementcomponent.cpp:6367
UE4Editor_Engine!UCharacterMovementComponent::ServerMove_Implementation() charactermovementcomponent.cpp:6199
UE4Editor_Engine!UCharacterMovementComponent::execServerMove() charactermovementcomponent.h:124
UE4Editor_CoreUObject!UFunction::Invoke() class.cpp:4125
UE4Editor_CoreUObject!UObject::ProcessEvent() scriptcore.cpp:1019
UE4Editor_Engine!FObjectReplicator::ReceivedBunch() datareplication.cpp:679
UE4Editor_Engine!UActorChannel::ProcessBunch() datachannel.cpp:1954
UE4Editor_Engine!UActorChannel::ReceivedBunch() datachannel.cpp:1853
UE4Editor_Engine!UChannel::ReceivedSequencedBunch() datachannel.cpp:267
UE4Editor_Engine!UChannel::ReceivedNextBunch() datachannel.cpp:606
UE4Editor_Engine!UChannel::ReceivedRawBunch() datachannel.cpp:351
UE4Editor_Engine!UNetConnection::ReceivedPacket() netconnection.cpp:1002
UE4Editor_Engine!UNetConnection::ReceivedRawPacket() netconnection.cpp:460
UE4Editor_OnlineSubsystemUtils!UIpNetDriver::TickDispatch() ipnetdriver.cpp:176
UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl() delegateinstancesimpl_variadics.inl:772
UE4Editor_Engine!TBaseMulticastDelegate<void,float>::Broadcast() delegatesignatureimpl_variadics.inl:1031
UE4Editor_Engine!UWorld::Tick() leveltick.cpp:1094
UE4Editor_UnrealEd!UEditorEngine::Tick() editorengine.cpp:1339
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() unrealedengine.cpp:366
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2359
UE4Editor!GuardedMain() launch.cpp:142
UE4Editor!GuardedMainWrapper() launchwindows.cpp:126
UE4Editor!WinMain() launchwindows.cpp:200
1. Open a new Third Person Blueprint template project
2. Create a new Default level
3. Add a Kill Z volume slightly below the floor
4. PIE with Number of Players set to 2
5. On the Client, jump off the floor into the Kill Z volume
Result:
Crash when the pawn hits the Kill Z volume
I am not able to find world outliner how to enable it?
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How can i modify the param name in EQS node
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I can't open my map from the editor.
How to achieve HLSL Multiple Render Target in Material blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Networking |
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Affects Versions | 4.8.1, 4.9 |
Target Fix | 4.9 |
Fix Commit | 2622363 |
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Created | Jul 6, 2015 |
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Resolved | Jul 15, 2015 |
Updated | Apr 27, 2018 |