Description

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;
Steps to Reproduce

[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]

Callstack

[Link Removed]

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Won't Fix
ComponentUE - Networking
Affects Versions4.18.3
Target Fix4.20
CreatedMay 18, 2018
ResolvedJun 30, 2018
UpdatedOct 6, 2020
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