Get mouse position causes engine to crash in 2 clients

engine works fine until I start using that node in my player controller in 2 clients situation. It’s working perfectly in 1 client, but it stops working whenever I change it to 2 clients option. This is crash report:

!Id:622512fff189c3e18a8ce35156237ec0

Unknown exception - code 00000001 (first/second chance not available)

Cast of IpConnection //Engine//Transient.IpConnection_3 to LocalPlayer failed

KERNELBASE + 37901 bytes
UE4Editor_Core + 3095292 bytes
UE4Editor_Core + 1661738 bytes
UE4Editor_CoreUObject + 357979 bytes
UE4Editor_Engine + 3201930 bytes
UE4Editor_Engine + 6050339 bytes
UE4Editor_Engine + 1081372 bytes
UE4Editor_CoreUObject + 547972 bytes
UE4Editor_CoreUObject + 1302075 bytes
UE4Editor_CoreUObject + 1536135 bytes
UE4Editor_CoreUObject + 1416047 bytes
UE4Editor_CoreUObject + 1303464 bytes
UE4Editor_CoreUObject + 1416047 bytes
UE4Editor_CoreUObject + 547972 bytes
UE4Editor_CoreUObject + 1414048 bytes
UE4Editor_Engine + 1749361 bytes
UE4Editor_Engine + 16236356 bytes
UE4Editor_Engine + 1841540 bytes
UE4Editor_Engine + 6155452 bytes
UE4Editor_Engine + 1589192 bytes
UE4Editor_Engine + 8419590 bytes
UE4Editor_Engine + 8471261 bytes
UE4Editor_Core + 749570 bytes
UE4Editor_Core + 749965 bytes
UE4Editor_Core + 870533 bytes
UE4Editor_Engine + 8676473 bytes
UE4Editor_Engine + 8588400 bytes
UE4Editor_Engine + 8598183 bytes
UE4Editor_Engine + 5363542 bytes
UE4Editor_Engine + 5390998 bytes
UE4Editor_UnrealEd + 1814406 bytes
UE4Editor_UnrealEd + 5925286 bytes
UE4Editor!FEngineLoop::Tick() + 3294 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\launchengineloop.cpp:2098]
UE4Editor!GuardedMain() + 476 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Hey ,

Please attach crash logs and dump files after a crash. Can you also post some images of your Blueprint so I can try to reproduce issue here? Thanks!

Hello ,
I attached an image of blueprints setup it has to be inside controller blueprint. It works fine if it’s just one client, but once you make it two it crashes.

File with logs and image: https://www.mediafire.com/?w4jl2yavqh9p2a7
Sorry for late reply

Hey ,

Thanks for your report. I investigated this in 4.4 and encountered same crash. I checked this in our internal build and it appears to be resolved. This isn’t first crash I’ve seen that only occurs with a client today that is working internally, so I believe a change was made to client handling. I will check with our developers to be sure, but it looks like this will be working in 4.5. Thanks again for bringing this to our attention!

Hmmm… Do you have any ETA for 4.5? My subscription is about to expire and I really want fix for my game. :frowning:

We don’t have a firm date on 4.5 yet, though it may be another month before it is released. I will be developers if they would consider this for a 4.4.4 fix, but since we just released 4.4.3, it may be some time before even that happens.

good thing is that you will be able to subscribe once more after fix is released and then cancel immediately after upgrading, so you’d get at least a month after 4.5 is out and only have to pay $19 once, if you want. Definitely check back here before you do, and I will check for you to make sure it is working as intended in 4.5 before you drop any money on it.

Is it possible to get access to internal engine? Or just get that part of code, so I could fix mine and continue working on game? Would master branch in GitHub have it?

Building from source would give you access to engine code. 4.4.3 is our most recent stable build, and you can get that from GitHub.

master branch should have fix, but that’s a highly unstable build and we wouldn’t be able to much support if something goes wrong while you’re using it. It’s essentially a preview build for people to see things that are coming up, but not recommended for actual development.

I’m hoping to hear back from a dev soon, and will let you know if they have a fix you could implement through source.