Hello,
I recently stumbled upon the problem, that when I start my project in multiplayer, it crashes with the following error message: “Assertion failed: Property->PropertyFlags & CPF_Net”
I narrowed down the problem to a certain blueprint. Replicating any variable in this blueprint seems to cause this crash. If this specific blueprint gets recompiled before executing the project, the crash will not occur.
I would be grateful for any ideas on how to fix this, the blueprint and the error message are enclosed.
Thanks!
Assertion failed: Property->PropertyFlags & CPF_Net [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Engine\Private\RepLayout.cpp] [Line: 2855]
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
UE4Editor_Engine!FRepLayout::InitFromObjectClass() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\replayout.cpp:2857]
UE4Editor_Engine!UNetDriver::GetObjectClassRepLayout() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:3303]
UE4Editor_Engine!UNetDriver::FindOrCreateRepChangedPropertyTracker() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:3287]
UE4Editor_Engine!AActor::CallPreReplication() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actor.cpp:924]
UE4Editor_Engine!UNetDriver::ServerReplicateActors_BuildConsiderList() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:2435]
UE4Editor_Engine!UNetDriver::ServerReplicateActors() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:2906]
UE4Editor_Engine!UNetDriver::TickFlush() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:304]
UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:848]
UE4Editor_Engine!TBaseMulticastDelegate::Broadcast() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:921]
UE4Editor_Engine!UWorld::Tick() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1391]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1408]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:371]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2834]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:156]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll