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
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.
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!
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.