Crash when multiplayer testing

When I put 2+ Number of Players or Run Dedicated Server, UE4 crash. Sometimes i can see it Screenshot by Lightshot.
all works on 4.6.1

MachineId:035D6476459160C9D490B7B66A979B1E
EpicAccountId:4d7bc7bdf33849f591e66a23bc9b533a

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: 0 [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\sockets\private\bsdsockets\SocketSubsystemBSDPrivate.h] [Line: 94]

KERNELBASE + 37901 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Sockets!FSocketSubsystemBSDCommon::TranslateGAIErrorCode() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\sockets\private\bsdsockets\socketsubsystembsdprivate.h:99]
UE4Editor_Sockets!FSocketSubsystemBSD::GetHostByName() + 208 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\sockets\private\bsdsockets\socketsubsystembsd.cpp:69]
UE4Editor_Sockets!ISocketSubsystem::GetLocalHostAddr() + 975 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\sockets\private\socketsubsystem.cpp:310]
UE4Editor_Sockets!ISocketSubsystem::GetLocalBindAddr() + 44 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\sockets\private\socketsubsystem.cpp:253]
UE4Editor_OnlineSubsystemUtils!UIpNetDriver::InitBase() + 720 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:109]
UE4Editor_OnlineSubsystemUtils!UIpNetDriver::InitListen() + 64 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:152]
UE4Editor_Engine!UWorld::Listen() + 384 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:3927]
UE4Editor_Engine!UGameInstance::StartPIEGameInstance() + 1537 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gameinstance.cpp:218]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() + 8708 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2861]
UE4Editor_UnrealEd!UEditorEngine::SpawnIntraProcessPIEWorlds() + 587 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2274]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() + 7122 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2227]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() + 643 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:974]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 3604 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1226]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Same here for any multiplayer run

might be the solution

My crash log. When I play with 3 players, editor uses “Play As Client”, the crash occurs only when editor tries to host game.
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