Ensure when adding anything to Level Blueprint

  1. Open a map
  2. Open the level Blueprint
  3. add some boxes (see picture)
  4. Play Advanced Settings
  5. Untick “Use Single Process”
  6. set “Play as Listen Server”
  7. start playing
  8. stop playing

code breaks on this line: if (!ensure(NewObject->IsA(this->GeneratedClass)))
in function UBlueprint::SetObjectBeingDebugged

I assume I am doing nothing wrong, or am I? Or is this a bug?

Thanks,

36775-blueprint.jpg

Hi my_polaris,

I’m getting this problem as well - were you able to find a fix at all?

A bit more info about my environment:
I’m running 4.7.4, and using a combination of blueprints and c++ for my project. The crash only happens when I close the listen server (closing any additional connected clients doesn’t seem to cause any problems). I’m running the engine in DebugGame on Windows 7 x64, and not having too many issues besides this one.
The only other slightly unusual (I think?) thing about my setup is that I have a custom GameInstance defined and used from code - this is the reason I need a multi process setup, as otherwise the same GameInstance is used for all game instances

Hey guys !

I have the exact same issue which is pretty anoying… do you have, by any chance, found a fix ?

The issue only appears (on my side) as you described => untick the “use single process” => play => stop.

I do also have a custom GameInstance like HazzaBui…

Same issue here

It still happens. Created a bare bones cpp project, and repeated the steps.
First it didn’t happen, but then I created a custom game instance (but empty, with no extra functionality) and used it. It started to happen again.

The funny thing though is that now it is happening even with the default game instance and not just with the custom game instance.

It would be good if someone of Epic give us some feedback on this.