Hello everyone, I’m occuring a very weird bug (the bug is a crash, the circumstances are weird). I’ve a pretty complicated project that works fine in single player, but, if runned in PIE with 2 players (with or without dedicated server) make the engine crash. After several tests I’ve found there are some points that the engine for some reasons doesn’t like: in the class who manage the equipments, for example, the spawning of the equipment (Equip_c) create troubles. The WEIRD thing is that if I disconnect the nodes from the EventBeginPlay of the Equip_c, and then I reconnect them, the game start… until I close the project.
I attach the crush report:
LoginId:7827f245483807b9e983b7810cc2610d
EpicAccountId:7212f9e16d6a4ae78b3e10c0dbe5e827
Assertion failed: Property->PropertyFlags & CPF_Net [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\RepLayout.cpp] [Line: 2975]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Engine!FRepLayout::InitFromObjectClass() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\replayout.cpp:2977]
UE4Editor_Engine!UNetDriver::GetObjectClassRepLayout() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:3587]
UE4Editor_Engine!UNetDriver::FindOrCreateRepChangedPropertyTracker() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:3571]
UE4Editor_Engine!AActor::CallPreReplication() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\actor.cpp:952]
UE4Editor_Engine!UNetDriver::ServerReplicateActors_BuildConsiderList() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:2702]
UE4Editor_Engine!UNetDriver::ServerReplicateActors() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:3159]
UE4Editor_Engine!UNetDriver::TickFlush() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:355]
UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:858]
UE4Editor_Engine!TBaseMulticastDelegate<void,float>::Broadcast() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1506]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1633]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:386]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3119]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.16+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:253]
kernel32
ntdll
P.S: I have nothing in d:\ related to the project or UE4, but probably I misunterstood the meaning of the crash report.
Thank you!