amendment
void APlayerController::OnNetCleanup(UNetConnection* Connection) { UWorld* World = GetWorld(); // destroy the PC that was waiting for a swap, if it exists if (World != NULL) { World->DestroySwappedPC(Connection); } // add code if (UNetConnection::GNetConnectionBeingCleanedUp != NULL) { return; } check(UNetConnection::GNetConnectionBeingCleanedUp == NULL); UNetConnection::GNetConnectionBeingCleanedUp = Connection;
[Link Removed]・Unzip the attached project
・ListenServer, Client in this order.
// Run ListenServer
UE4Editor.exe "%~dp0MyProjectSimple.uproject" -game Map1?listen -notimeouts -log
// Run Client
UE4Editor.exe "%~dp0MyProjectSimple.uproject" -game 127.0.0.1 -notimeouts -log
Result: After saving replay by pressing B key on ListenServer, we closed the Client window. At this timing OnLogout processing is executed and saving replay should end, but ListenServer crashed.
[Link Removed]
[Link Removed]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-59316 in the post.
1 |
Component | UE - Networking |
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Affects Versions | 4.18.3 |
Target Fix | 4.20 |
Created | May 18, 2018 |
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Resolved | Jun 30, 2018 |
Updated | Oct 6, 2020 |