LoginId:9060f9854d0e5fbf602b1a878e18e9ae
EpicAccountId:b3e83ef0d30a41dab0331a8252d7d420
Assertion failed: Package->IsFullyLoaded() [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\PackageMapClient.cpp] [Line: 2420]
Package /Game/Assets/items/testing/newHandAxe did not become loaded after FlushAsyncLoading
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Engine!FNetGUIDCache::GetObjectFromNetGUID() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\packagemapclient.cpp:2420]
UE4Editor_Engine!UPackageMapClient::InternalLoadObject() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\packagemapclient.cpp:864]
UE4Editor_Engine!UPackageMapClient::InternalLoadObject() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\packagemapclient.cpp:754]
UE4Editor_Engine!UPackageMapClient::ReceiveNetGUIDBunch() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\packagemapclient.cpp:1069]
UE4Editor_Engine!UChannel::ReceivedRawBunch() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\datachannel.cpp:307]
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_OnlineSubsystemUtils!UIpNetDriver::TickDispatch() [d:\build\++ue4+release-4.15+compile\sync\engine\plugins\online\onlinesubsystemutils\source\onlinesubsystemutils\private\ipnetdriver.cpp:227]
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::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_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1630]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:391]
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
ntdll
Problem description
Basically I have three levels of blueprints
1 – equippableItem
2 – meleeWeapon, shield
3a – handAxe, sword etc inherit from meleeWeapon
3b – smallShield, mediumShield etc inherit from shield
If I just start the project and try to play (dedicated server) in the editor I get the above crash. If I make any change to it equippableItem and compile (so all its children recompile) I can play just fine without any crash. If I restart unreal after this and try to play I once again get the crash (unless I do the whole recompile workaround)
However, if I uncheck Replicated for equippableItem, compile and restart unreal it also plays just fine (with the obvious drawback that the client no longer sees any items)
If I try to play without using a dedicated server it also plays just fine.
The project cooks without any errors and is playable in production. The only time the crash occurs is in the editor
My own trouble shooting
I have tried replicating the issue in a standalone project without any success.
In the real project I basically rewrote all the classes from scratch in hopes that one of the files had gotten corrupt or something along those lines. Even then the crash occured. Though, like I mentioned above, the crash seems connected to the actor replicating.
If you want to look in the project yourselves we can make it available for download, though it’s around 12GB large.
I’ve sent the crash report every time it appeared, so if you need more information I guess you could just search for my loginId. There should be about 30-40 crashes all about this issue =P
If you have any further questions or inquiries feel free to ask!
Best regards
Robin