K. Not something I’ve experienced with prior engines but I haven’t tried unreal’s networking out.
I converted my “answer” to a comment because I don’t want the thread to look like it has an answer. Looks like other people have this issue (and I’m looking at 16.1 today so will be able to confirm if I encounter it or not) so you’re not alone, for whatever that is worth!
Hi,
I have a trouble to debug UE4 project with Visual Studio. I didn’t add any codes to wizard project. I’m running on Windows 10. These are steps to reproduce.
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BP Project
- Create BP project
- Add C++ class
- Cooking contents for Windows
- Build Developement Client
- Run debug and crashed
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C++ Project
- Create C++ Project
- Cooking contents for Windows
- Build Developement Client
- Run debug and crashed
It happends only in 4.16.1. I tested it with engine source on different machines. Of course, it’s verified 4.16.1. But I had no luck. I’m not sure it’s related to packaging localization.
Generally means that if failed to find data. Cooking the data for windows should do the job so it sounds like something is missing.
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are you running the debug game option? I noticed there is a debug option, not sure what that is debuggame is what I use.
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you can run the ’ debuggame editor’ option and debug while running within the editor. This is your typically day to day development option. When you make a c++ change you select compile from within the editor. With a small project and fast computer turnaround time can be 10-15 seconds.
What do you mean “the debug game option”? I’m using default optoins. I built and tested DebugGame and Development on Visual studio. I need to debug my project with Visual Studio for network. Editor build is quite different with packaged build especially in terms of network.
Phone typo - DebugGame is what I meant. That assertion is one I get when the game fails to find any packages so you’re probably running into a 16.1 specific packaging issue and I’m not providing much help …
On a side note though I’m interested in what’s so different about a packaged build for networking?
As you can see, there are lots of editor dedicated codes with “#if WITH_EDITOR”. When editor client connect to dedicated server, there are warninngs for replication and RPC. In this case, editor is fine. But packaged build was crashed without any modification.
Hi WoodsShin,
Thank you for letting us know about this issue. We have received multiple reports of this issue, so in order to reduce possible future confusion, we will be focusing on the report here. If you have any additional information to add, please do so on that post.