I have a map where the floor is using planar reflections. When spawning multiple players for split screen the editor crashes immediately with the following console output:
Assertion failed: InViewFamily->Views[ViewIndex]->State != InViewFamily->Views[ViewIndex2]->State [File:/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp] [Line: 1132]
If I turn off planar reflections, the players spawn as intended. I’m not sure if this is an engine bug or if planar reflections don’t work in split screen.
Crash Log:
SEGV_MAPERR at 0x3
FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x10fa4d44b [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp, line 328] [in UE4Editor-Core.dylib]
FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x10fc122d8 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Core/Private/Mac/MacPlatformOutputDevices.cpp, line 95] [in UE4Editor-Core.dylib]
FOutputDevice::Logf(wchar_t const*, ...) Address = 0x10fcf4197 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp, line 70] [in UE4Editor-Core.dylib]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0x10fc6d196 [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 368] [in UE4Editor-Core.dylib]
FSceneRenderer::FSceneRenderer(FSceneViewFamily const*, FHitProxyConsumer*) Address = 0x11fe2154d [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1132] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::FDeferredShadingSceneRenderer(FSceneViewFamily const*, FHitProxyConsumer*) Address = 0x11f8782d8 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp, line 197] [in UE4Editor-Renderer.dylib]
FSceneRenderer::CreateSceneRenderer(FSceneViewFamily const*, FHitProxyConsumer*) Address = 0x11fe2508c [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1460] [in UE4Editor-Renderer.dylib]
CreateSceneRendererForSceneCapture(FScene*, USceneCaptureComponent*, FRenderTarget*, FIntPoint, TArrayView<FSceneCaptureViewInfo const>, float, bool, bool, FPostProcessSettings*, float) Address = 0x11fd895c0 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneCaptureRendering.cpp, line 470] [in UE4Editor-Renderer.dylib]
FScene::UpdatePlanarReflectionContents(UPlanarReflectionComponent*, FSceneRenderer&) Address = 0x11fa6b71e [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Renderer/Private/PlanarReflectionRendering.cpp, line 388] [in UE4Editor-Renderer.dylib]
FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*) Address = 0x11fe2a267 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1887] [in UE4Editor-Renderer.dylib]
UGameViewportClient::Draw(FViewport*, FCanvas*) Address = 0x111899616 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Engine/Private/GameViewportClient.cpp, line 1170] [in UE4Editor-Engine.dylib]
FViewport::Draw(bool) Address = 0x1125e47b7 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Engine/Private/UnrealClient.cpp, line 1185] [in UE4Editor-Engine.dylib]
UEditorEngine::CanParentActors(AActor const*, AActor const*, FText*) Address = 0x11722d098 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Core/Public/Templates/SharedPointerInternals.h, line 439] [in UE4Editor-UnrealEd.dylib]
UUnrealEdEngine::Tick(float, bool) Address = 0x117e9553c [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 499] [in UE4Editor-UnrealEd.dylib]
FEngineLoop::Tick() Address = 0x10f9593f9 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp, line 3025] [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0x10f960ba2 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Launch/Private/Launch.cpp, line 168] [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x10f96e53c [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Launch/Private/Mac/LaunchMac.cpp, line 212] [in UE4Editor]
-[FCocoaGameThread main] Address = 0x10fb9e366 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Core/Private/Mac/CocoaThread.cpp, line 376] [in UE4Editor-Core.dylib]
__NSThread__start__ Address = 0x7fff85025e64 (filename not found) [in Foundation]
_pthread_body Address = 0x7fff85ead99d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff85ead91a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff85eab351 (filename not found) [in libsystem_pthread.dylib]