We just finished a playtest with a 4.17.1 build of my project and there still are crashes on servertravel, but it gives no crash messages and only gets stuck in a black screen / freeze.
This unfortunately happens so much that in an online session with 5-6 players, atleast one will crash out every servertravel.
I’ve run the game with VS debugger now to look at what happens when it freezes during servertravel, it does not trigger a break or anything, but pausing at the freeze stops here in ThreadingBase.cpp:
[External Code]
Game-Win64-Shipping.exe!FEventWin::Wait(unsigned int WaitTime, const bool bIgnoreThreadIdleStats) Line 1159 C++
Game-Win64-Shipping.exe!FQueuedThread::Run() Line 451 C++
Game-Win64-Shipping.exe!FRunnableThreadWin::Run() Line 76 C++
Game-Win64-Shipping.exe!FRunnableThreadWin::GuardedRun() Line 33 C++
[External Code]
and it seems to just wait indefinitely and the engine is completely idle.
Apologies for the delay on this. Unfortunately, I haven’t been able to reproduce a similar issue, nor have I seen anything like this pop up in our database at this time. With regards to your latest comment, I’ll go ahead and close this topic for now since disabling nativization resolves the crash, as it is likely related to the issue you posted in your linked ticket. If you still experience an issue with it once that issue gets resolved, feel free to leave a comment to reopen the thread.