[BUG] Crash when destroying Pawn of client

Hey there,

i have a small kill zone that destroys pawn when falling down a platform.

In 4.7 it all worked, but in 4.8 game crashs for client with this:

MachineId:5110B08A4B54536C50F246A9499E59F5
EpicAccountId:670ad535f7ab492381e900668d20e1b3

Access violation - code c0000005 (first/second chance not available)

""

UE4Editor_Engine!USkeletalMeshComponent::TickPose() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:605]
UE4Editor_Engine!UCharacterMovementComponent::TickCharacterPose() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:6943]
UE4Editor_Engine!UCharacterMovementComponent::MoveAutonomous() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:6367]
UE4Editor_Engine!UCharacterMovementComponent::ServerMove_Implementation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:6199]
UE4Editor_Engine!UCharacterMovementComponent::ServerMoveDual_Implementation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:6091]
UE4Editor_Engine!UCharacterMovementComponent::execServerMoveDual() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\classes\gameframework\charactermovementcomponent.h:124]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\class.cpp:4125]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1019]
UE4Editor_Engine!FObjectReplicator::ReceivedBunch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\datareplication.cpp:679]
UE4Editor_Engine!UActorChannel::ProcessBunch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\datachannel.cpp:1954]
UE4Editor_Engine!UActorChannel::ReceivedBunch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\datachannel.cpp:1853]
UE4Editor_Engine!UChannel::ReceivedSequencedBunch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\datachannel.cpp:267]
UE4Editor_Engine!UChannel::ReceivedNextBunch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\datachannel.cpp:606]
UE4Editor_Engine!UChannel::ReceivedRawBunch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\datachannel.cpp:351]
UE4Editor_Engine!UNetConnection::ReceivedPacket() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\netconnection.cpp:1002]
UE4Editor_Engine!UNetConnection::ReceivedRawPacket() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\netconnection.cpp:460]
UE4Editor_OnlineSubsystemUtils!UIpNetDriver::TickDispatch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:176]
UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:772]
UE4Editor_Engine!TBaseMulticastDelegate<void,float>::Broadcast() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1031]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\leveltick.cpp:1094]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1339]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2359]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Seems like something is trying to tick or replicate and gets an access violation.

Server is completely fine, only client breaks it.

And like i said, same setup worked in 4.7.

As soon as client hits overlap, server (switch has authority) unposses pawn and destroys it and then it crashs. Without Destroy it works, but then i have a pawn somewhere falling into nowhere. And i guess as soon as it reaches kill z, it will crash anyway.

eXi,

Thanks for report! I was able to reproduce this in 4.8.1 and I’ve entered a bug report for crash (UE-18218). I’ll let you know when I see any update on it. Thanks again!

Ok (: I need to correct something that i just saw. It should be “And like i said, same setup worked in 4.7” not 4.8! It is breaking in 4.8. Don’t know why i wrote 4.8 again. Maybe it was late.

Hah, it’s okay, I took your meaning =)

Hey eXi,

Just wanted to let you know that this has been fixed internally, and fix should appear in 4.9. Thanks again for report!

Thanks ,

awesome as always (: