i’m Blueprint only.
2019.05.27-09.18.11:239][106]LogScript: Warning: Script Msg: DestroySession - Invalid player state
[2019.05.27-09.18.17:704][911]LogOutputDevice: Warning:
Script Stack (0 frames):
[2019.05.27-09.18.17:705][911]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2019.05.27-09.18.18:277][911]LogWindows: Error: === Critical error: ===
[2019.05.27-09.18.18:277][911]LogWindows: Error:
[2019.05.27-09.18.18:277][911]LogWindows: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime\Core\Public\Containers/Array.h] [Line: 611]
[2019.05.27-09.18.18:277][911]LogWindows: Error: Array index out of bounds: 0 from an array of size 0
I’m getting some kind of error about an array sometimes (sometimes the crash prompts the ue4 crash reporter to pop up), other times i’ve just gotten a generic “fatal error” crash.
I’m including pictures for the server travel functions i’m using and one of the crash messages. Not sure what array it’s having a problem with. Worked in 4.21 not sure what I could’ve changed.
Can include crash logs as well.
the host loads into the given level fine, but the client crashes. Clients can then reload and rejoin and they’re loaded into the new level fine, but crash again upon the next level load.
i have copied the project to an empty c++ and opened to line 611, still can’t figure out what my crash is a result of
and some folks on discord tried helping but it didn’t work out.
I think it may be an issue with player controller ids, but it works in 4.21 so i’m confused. I’ve never assigned any player controller IDS or anything before and it worked on steam/lan, clients and host could all travel between levels together.
i have screenshots of this issue in this thread I made previously before coming here
thanks
LoginId:e5aad5b34d5b4fd78bb6aaaebe893627
EpicAccountId:50bd26e6e80748439ea05de6e510a97c
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime\Core\Public\Containers/Array.h] [Line: 611]
Glitched_Pets!FWindowsErrorOutputDevice::Serialize()
Glitched_Pets!FOutputDevice::LogfImpl()
Glitched_Pets!FDebug::AssertFailed()
Glitched_Pets!FDebug::CheckVerifyFailedImpl()
Glitched_Pets!DispatchCheckVerify >()
Glitched_Pets!FParticleSystemWorldManager::RegisterComponent()
Glitched_Pets!UParticleSystemComponent::SetComponentTickEnabled()
Glitched_Pets!UParticleSystemComponent::ActivateSystem()
Glitched_Pets!UParticleSystemComponent::Activate()
Glitched_Pets!UActorComponent::OnRegister()
Glitched_Pets!UPrimitiveComponent::OnRegister()
Glitched_Pets!UParticleSystemComponent::OnRegister()
Glitched_Pets!UActorComponent::ExecuteRegisterEvents()
Glitched_Pets!UActorComponent::RegisterComponentWithWorld()
Glitched_Pets!AActor::IncrementalRegisterComponents()
Glitched_Pets!AActor::RegisterAllComponents()
Glitched_Pets!AActor::Rename()
Glitched_Pets!FSeamlessTravelHandler::Tick()
Glitched_Pets!UEngine::TickWorldTravel()
Glitched_Pets!UGameEngine::Tick()
Glitched_Pets!FEngineLoop::Tick()
Glitched_Pets!GuardedMain()
Glitched_Pets!GuardedMainWrapper()
Glitched_Pets!WinMain()
Glitched_Pets!__scrt_common_main_seh() [d:\agent_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll