After 4.19 install, trying to run my project.
During shared compilation stage I see a crash in check(0).
UE_4.19\Engine\Source\Runtime\Sockets\Private\Windows\SocketSubsystemWindows.cpp:267
Log message:
[2018.03.15-13.59.06:240][ 0]LogTcpMessaging: Initializing TcpMessaging bridge
[2018.03.15-13.59.06:301][ 0]LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
[2018.03.15-13.59.06:303][ 0]FUdpSocketBuilder: Failed to subscribe UdpMessageMulticastSocket to multicast group 230.0.0.1
[2018.03.15-14.01.30:133][ 0]LogSockets: Warning: Unhandled socket error! Error Code: 8
Specs: win10 1709, vs2017 (15.6.2), 36 logical cores, 128 GB RAM.
Stack trace:
> UE4Editor-Sockets.dll!FSocketSubsystemWindows::TranslateErrorCode(int Code=8) Line 266 C++
UE4Editor-UdpMessaging.dll!FUdpSocketBuilder::Build() Line 321 C++
[Inline Frame] UE4Editor-UdpMessaging.dll!FUdpSocketBuilder::operator class FSocket *() Line 229 C++
UE4Editor-UdpMessaging.dll!FUdpMessageTransport::StartTransport(IMessageTransportHandler & Handler={...}) Line 77 C++
UE4Editor-Messaging.dll!FMessageBridge::Enable() Line 81 C++
UE4Editor-UdpMessaging.dll!FMessageBridgeBuilder::Build() Line 109 C++
UE4Editor-UdpMessaging.dll!FMessageBridgeBuilder::operator TSharedPtr<IMessageBridge,1>() Line 124 C++
UE4Editor-UdpMessaging.dll!FUdpMessagingModule::InitializeBridge() Line 337 C++
UE4Editor-UdpMessaging.dll!FUdpMessagingModule::RestartServices() Line 412 C++
UE4Editor-UdpMessaging.dll!FUdpMessagingModule::StartupModule() Line 257 C++
UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason(const FName InModuleName={...}, EModuleLoadResult & OutFailureReason=Success) Line 505 C++
UE4Editor-Projects.dll!FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type LoadingPhase=PreDefault, const TArray<FModuleDescriptor,FDefaultAllocator> & Modules={...}, TMap<FName,enum EModuleLoadResult,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FName,enum EModuleLoadResult,0> > & ModuleLoadErrors={...}) Line 484 C++
UE4Editor-Projects.dll!TryLoadModulesForPlugin(const FPlugin & Plugin={...}, const ELoadingPhase::Type LoadingPhase=PreDefault) Line 910 C++
UE4Editor-Projects.dll!FPluginManager::LoadModulesForEnabledPlugins(const ELoadingPhase::Type LoadingPhase=PreDefault) Line 975 C++
UE4Editor.exe!FEngineLoop::LoadStartupModules() Line 2603 C++
UE4Editor.exe!FEngineLoop::PreInit(const wchar_t * CmdLine=0x00000186097ad840) Line 2027 C++
[Inline Frame] UE4Editor.exe!EnginePreInit(const wchar_t *) Line 42 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine=0x0000018606b83228, HINSTANCE__ * hInInstance=0x0000018606b831b6, HINSTANCE__ * hPrevInstance=0x000000000000000a, int nCmdShow=-742064128) Line 127 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance=0x00007ff6d3c50000, HINSTANCE__ * hPrevInstance=0x0000000000000000, char * __formal=0x0000000000000000, int nCmdShow=10) Line 199 C++
[Inline Frame] UE4Editor.exe!invoke_main() Line 94 C++
UE4Editor.exe!__scrt_common_main_seh() Line 253 C++
kernel32.dll!BaseThreadInitThunk() Unknown
ntdll.dll!RtlUserThreadStart() Unknown