Hi there,
I’ve a suspect that one of my actor is causing crash during replay.
Right now , I have a replay that will crash when it starts. So I’ll be able to test it. But without a pinpoint to a specific function ( other than PostNetInit) it’s a little hard to figure out.
In my log
It says “[2017.04.23-10.09.14:235][377]LogActor:Warning: AActor::PostNetInit GSFConstructionTransport_C_0 Remoterole: 1”
hence I believe GSFConstructionTransport_C_0 is where I should look at . I don’t know where to proceed from here. Some help would be great.
LoginId:60c7628a4e4f0626766c349c19ff8783
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Assertion failed: RemoteRole == ROLE_Authority [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp] [Line: 3053]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Engine!AActor::PostNetInit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actor.cpp:3055]
UE4Editor_Engine!UActorChannel::ProcessBunch() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\datachannel.cpp:2210]
UE4Editor_Engine!UActorChannel::ReceivedBunch() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\datachannel.cpp:2046]
UE4Editor_Engine!UChannel::ReceivedSequencedBunch() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\datachannel.cpp:277]
UE4Editor_Engine!UChannel::ReceivedNextBunch() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\datachannel.cpp:631]
UE4Editor_Engine!UChannel::ReceivedRawBunch() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\datachannel.cpp:361]
UE4Editor_Engine!UNetConnection::ReceivedPacket() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\netconnection.cpp:1195]
UE4Editor_Engine!UNetConnection::ReceivedRawPacket() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\netconnection.cpp:626]
UE4Editor_Engine!UDemoNetDriver::ProcessPacket() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\demonetdriver.cpp:2025]
UE4Editor_Engine!UDemoNetDriver::ConditionallyProcessPlaybackPackets() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\demonetdriver.cpp:1998]
UE4Editor_Engine!UDemoNetDriver::TickDemoPlayback() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\demonetdriver.cpp:2229]
UE4Editor_Engine!UDemoNetDriver::TickDispatch() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\demonetdriver.cpp:930]
UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:858]
UE4Editor_Engine!TBaseMulticastDelegate<void,float>::Broadcast() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1262]
UE4Editor_Engine!UGameEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\gameengine.cpp:1145]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3025]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
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