Hi
I think there was an issue recently with level changes causing a crash (UE-27124 perhaps?).
We’ve spent a lot of day trying to nail this down, but we just noticed that 4.10.4 just got released. We have updated, but we’re still seeing crashing behavior when changing levels in a multiplayer environment.
I will provide you with an example project if needed, but I suspect you’ll be able to replicate it as it is currently causing issues with one of your projects.
Repo steps:
- Download / Install / Create a project from ‘Multiplayer Shootout’ project in learn tab.
- Open this project
- Click dropdown next to play button
- Change number of players to 2
- Go into advanced settings section at bottom of menu
- Turn off “auto connect to server” in multiplayer options section at bottom
- IMPORTANT → Open menu map (MainMenu)
- Set game to start in a new PIE window
- Click play in one window (it will load and work fine)
- On other, search for games. When it finds game, click join.
- engine will crash.
log is as follows:
MachineId:C3CF9FAC4ED551750231B680E840FCE9
EpicAccountId:9f2e4650a1254ced9f82228cc9cb1d89
Unknown exception - code 00000001 (first/second chance not available)
"Ensure condition failed: !ActorComponent->IsRegistered() || ActorComponent->GetScene() != this [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\En
UE4Editor_Core!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:385]
UE4Editor_Renderer!FScene::Release() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\rendererscene.cpp:1922]
UE4Editor_Engine!UWorld::FinishDestroy() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\world.cpp:522]
UE4Editor_CoreUObject!UObject::ConditionalFinishDestroy() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\obj.cpp:685]
UE4Editor_CoreUObject!StaticAllocateObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1979]
UE4Editor_CoreUObject!StaticConstructObject_Internal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2610]
UE4Editor_CoreUObject!StaticDuplicateObjectEx() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1584]
UE4Editor_CoreUObject!StaticDuplicateObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1553]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEWorldByDuplication() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:3455]
UE4Editor_Engine!UEngine::LoadMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\unrealengine.cpp:9457]
UE4Editor_Engine!UEngine::TickWorldTravel() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\unrealengine.cpp:8896]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1285]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\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
I can replicate this in my projects and Epic multiplayer one.
If you could confirm this bug as soon as possible, so I know it’s nothing our end, I would appreciate it. I’m currently teaching multiplayer within UE4 in Epic Games Center at Staffs Uni, so it’s breaking a lot of things we’re doing right now.
Many thanks