The editor crashes when the user removes the replicated uproperty from a variable and tries to hot reload while a PIE session with two players is still active.
This issue was found while trying to verify [Link Removed].
1. Open the QAGame.sln in Visual Studio
2. Expand the Games/QAGame/Source/QAGame/Classes folder in the Solution Explorer
3. Double click to open QAPawn.h
4. Add the following code to line 215 in QAPawn.h
/** current running state */ UPROPERTY(Transient, Replicated) int32 TestValue;
5. Save and compile QAGame in Visual Studio
6. Open UE4Editor.exe QAGame
7. Select the Play drop down arrow and set the Number of Players to 2
8. PIE
9. Remove the Replicated property and comma from the TestValue code
10. Build QAGame for Development Editor Win64 in Visual Studio
RESULT:
The editor crashes when compiling QAGame.
Assertion failed: !ObjectNetGUID.IsDefault() && ObjectNetGUID.IsValid() [Link Removed] [Line: 253]
UE4Editor_Core!FDebug::AssertFailed() [d:\ue4-main\engine\source\runtime\core\private\misc\outputdevice.cpp:397]
UE4Editor_Engine!FObjectReplicator::StartReplicating() [d:\ue4-main\engine\source\runtime\engine\private\datareplication.cpp:257]
UE4Editor_Engine!UActorChannel::FindOrCreateReplicator() [d:\ue4-main\engine\source\runtime\engine\private\datachannel.cpp:2898]
UE4Editor_Engine!UActorChannel::ProcessBunch() [d:\ue4-main\engine\source\runtime\engine\private\datachannel.cpp:2067]
UE4Editor_Engine!UActorChannel::ReceivedBunch() [d:\ue4-main\engine\source\runtime\engine\private\datachannel.cpp:1955]
UE4Editor_Engine!UChannel::ReceivedSequencedBunch() [d:\ue4-main\engine\source\runtime\engine\private\datachannel.cpp:273]
UE4Editor_Engine!UChannel::ReceivedNextBunch() [d:\ue4-main\engine\source\runtime\engine\private\datachannel.cpp:626]
UE4Editor_Engine!UChannel::ReceivedRawBunch() [d:\ue4-main\engine\source\runtime\engine\private\datachannel.cpp:357]
UE4Editor_Engine!UNetConnection::ReceivedPacket() [d:\ue4-main\engine\source\runtime\engine\private\netconnection.cpp:1101]
UE4Editor_Engine!UNetConnection::ReceivedRawPacket() [d:\ue4-main\engine\source\runtime\engine\private\netconnection.cpp:556]
UE4Editor_OnlineSubsystemUtils!UIpNetDriver::TickDispatch() [d:\ue4-main\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:203]
UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [d:\ue4-main\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:852]
UE4Editor_Engine!TBaseMulticastDelegate<void,float>::Broadcast() [d:\ue4-main\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:921]
UE4Editor_Engine!UWorld::Tick() [d:\ue4-main\engine\source\runtime\engine\private\leveltick.cpp:1107]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\ue4-main\engine\source\editor\unrealed\private\editorengine.cpp:1346]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\ue4-main\engine\source\editor\unrealed\private\unrealedengine.cpp:368]
UE4Editor!FEngineLoop::Tick() [d:\ue4-main\engine\source\runtime\launch\private\launchengineloop.cpp:2789]
UE4Editor!GuardedMain() [d:\ue4-main\engine\source\runtime\launch\private\launch.cpp:156]
UE4Editor!GuardedMainWrapper() [d:\ue4-main\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\ue4-main\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-30516 in the post.
0 |
Component | UE - Networking |
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Affects Versions | 4.13 |
Target Fix | 4.13 |
Created | May 10, 2016 |
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Resolved | Aug 11, 2016 |
Updated | May 2, 2018 |