Connecting a Client to a Server in PIE with Auto Connect to Server disabled will crash the editor.
EDIT: simple test project attached. Make sure Auto Connect to Server is disabled, and PIE with 2 players. On the first instance, hit H to create a session and open a new map. On the second, hit J to Find and then Join a session. It should freeze for a few seconds and then crash.
This is a regression: the same action in 4.9.2 does not crash the editor, but closes PIE.
In 4.10.3 binary, the same steps crash with a different crash report: [Link Removed]
[Link Removed]
Reproduced in 4.10.4 binary, and Main (//UE4/Dev-Main at CL 2875730)
1. Open the Multiplayer Shootout sample project
2. Set Players to 2
3. Disable Auto Connect to Server (Advanced Options)
4. Open the MainMenu map
5. PIE in New Editor Window
6. Click Play in one window
7. Click Find Games in the second window
8. Connect to the session once it is found
Result:
Crash
UE4Editor_Engine!UWorld::RepairWorldSettings() world.cpp:823
UE4Editor_Engine!UWorld::PostLoad() world.cpp:591
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() obj.cpp:723
UE4Editor_CoreUObject!StaticDuplicateObjectEx() uobjectglobals.cpp:1693
UE4Editor_CoreUObject!StaticDuplicateObject() uobjectglobals.cpp:1553
UE4Editor_UnrealEd!UEditorEngine::CreatePIEWorldByDuplication() playlevel.cpp:3455
UE4Editor_Engine!UEngine::LoadMap() unrealengine.cpp:9457
UE4Editor_Engine!UEngine::TickWorldTravel() unrealengine.cpp:8896
UE4Editor_UnrealEd!UEditorEngine::Tick() editorengine.cpp:1285
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() unrealedengine.cpp:361
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2427
UE4Editor!GuardedMain() launch.cpp:142
UE4Editor!GuardedMainWrapper() launchwindows.cpp:126
UE4Editor!WinMain() launchwindows.cpp:200
UE4Editor!__scrt_common_main_seh() exe_common.inl:264
kernel32!<Unknown>
ntdll!<Unknown>
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 | 4.10.3, 4.10.4, 4.12 |
Target Fix | 4.11 |
Created | Feb 22, 2016 |
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Resolved | Feb 29, 2016 |
Updated | Sep 28, 2022 |