Assertion failed PlayWorld==NULL when launching a networked game

I’m trying to launch my game with 2 players, 1 as a listen server which runs from the editor, and another standalone player which is spun up separately from the editor. This always asserts during the creation of the standalone instance of the game.

Callstack is here:

Assertion failed: PlayWorld == NULL [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp] [Line: 861]

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_UnrealEd!UEditorEngine::FinishDestroy() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorengine.cpp:864]
UE4Editor_CoreUObject!UObject::ConditionalFinishDestroy() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\obj.cpp:688]
UE4Editor_CoreUObject!IncrementalPurgeGarbage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:906]
UE4Editor_CoreUObject!StaticExit() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\obj.cpp:3738]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance::ExecuteIfSafe() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:1021]
UE4Editor!TBaseMulticastDelegate::Broadcast() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:921]
UE4Editor!FEngineLoop::AppPreExit() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:3200]
UE4Editor!FEngineLoop::Exit() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2298]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:153]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\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

Hello,

This is a known issue with 4.11 that was resolved in 4.12. Here is the link to the issue: Unreal Engine Issues and Bug Tracker (UE-28826)

Have a great day!

Ah ok, great, thanks