# Having both Network replay and Voice chat enabled causes server to crash

**URL:** <https://forums.unrealengine.com/t/having-both-network-replay-and-voice-chat-enabled-causes-server-to-crash/335352>\
**Category:** Platform & Builds\
**Tags:** replay, voice-chat, unreal-engine, crash, bug-report, question\
**Created:** [October 15, 2015, 3:32am UTC](https://forums.unrealengine.com/t/having-both-network-replay-and-voice-chat-enabled-causes-server-to-crash/335352 "2015-10-15T03:32:02Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![TroyFerguson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TroyFerguson](https://forums.unrealengine.com/u/TroyFerguson)\
**Post date:** [October 15, 2015, 3:32am UTC](https://forums.unrealengine.com/t/having-both-network-replay-and-voice-chat-enabled-causes-server-to-crash/335352/1 "2015-10-15T03:32:02Z")

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We recently came across an issue where if both network replays and Voice chat are enabled whenever a client joins a server the server crashes. This is happening during a game, not when viewing a replay.

We found that the crash was happening when a player joined the server and it tries to (un)mute players for the system mute list. The issue is the DemoSpectator Controller has a Player State but not UniqueId (presumably because it’s not a real player).

Rough call stack:

FOnlineVoiceImpl::UpdateMuteListForLocalTalker (VoiceInterfaceImpl.cpp:546)  
APlayerController::Server(Un)mutePlayer (PlayerController.cpp:3028)  
FPlayerMuteList::Server(Un)MutePlayer (PlayerMuteList.cpp:27/54)  
GetPlayerControllerFromNetId (GameSession.cpp:24)

```
APlayerController* GetPlayerControllerFromNetId(UWorld* World, const FUniqueNetId& PlayerNetId)
{
	// Iterate through the controller list looking for the net id
	for(FConstPlayerControllerIterator Iterator = World->GetPlayerControllerIterator(); Iterator; ++Iterator)
	{
		APlayerController* PlayerController = *Iterator;
		// Determine if this is a player with replication
		if (PlayerController->PlayerState != NULL)
		{
			// If the ids match, then this is the right player.
			if (*PlayerController->PlayerState->UniqueId == PlayerNetId) //Crash is here
			{
				return PlayerController;
			}
		}
	}
	return NULL;
}

```

Crash occurs when trying to dereference the UniqueId in the snippet above when the PlayerController is the Demo Spectator controller because it is NULL.

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**Author:** ![anonymous\_user\_41845f4a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_41845f4a](https://forums.unrealengine.com/u/anonymous_user_41845f4a)\
**Post date:** [October 23, 2015, 6:58pm UTC](https://forums.unrealengine.com/t/having-both-network-replay-and-voice-chat-enabled-causes-server-to-crash/335352/2 "2015-10-23T18:58:53Z")

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Hello ,

Thank you for reporting this issue. I’m currently in the process of setting up a reproduction case to try to get this to occur locally. I’ll be sure to let you know as soon as any significant progress has been made.

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**Author:** ![TroyFerguson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TroyFerguson](https://forums.unrealengine.com/u/TroyFerguson)\
**Post date:** [October 23, 2015, 10:56pm UTC](https://forums.unrealengine.com/t/having-both-network-replay-and-voice-chat-enabled-causes-server-to-crash/335352/3 "2015-10-23T22:56:38Z")

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Awesome. If you need any more information to help reproduce it let me know and I’ll see what I can dig up

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**Author:** ![anonymous\_user\_41845f4a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_41845f4a](https://forums.unrealengine.com/u/anonymous_user_41845f4a)\
**Post date:** [October 26, 2015, 3:25pm UTC](https://forums.unrealengine.com/t/having-both-network-replay-and-voice-chat-enabled-causes-server-to-crash/335352/4 "2015-10-26T15:25:54Z")

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It seems that we may of found the issue and I would like to put a bug report in for it. Would you be able to post the entire callstack from the crash to go in the bug report?

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**Author:** ![TroyFerguson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TroyFerguson](https://forums.unrealengine.com/u/TroyFerguson)\
**Post date:** [October 29, 2015, 3:58am UTC](https://forums.unrealengine.com/t/having-both-network-replay-and-voice-chat-enabled-causes-server-to-crash/335352/5 "2015-10-29T03:58:37Z")

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Sorry it took me a bit to grab this, we were a bit busy over the last couple of days. The full call stack from the crash is attached. link text

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**Author:** ![anonymous\_user\_41845f4a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_41845f4a](https://forums.unrealengine.com/u/anonymous_user_41845f4a)\
**Post date:** [October 29, 2015, 2:01pm UTC](https://forums.unrealengine.com/t/having-both-network-replay-and-voice-chat-enabled-causes-server-to-crash/335352/6 "2015-10-29T14:01:28Z")

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Thank you for the callstack. I’ve placed a bug into our system for this issue under the number UE-22736. I’ll update you here whenever any changes have taken place or if I need any further information.
