My multiplayer game is primarily Blueprint with some c++ too.
When I package it up and run it… occasionally the server crashes when a client joins the session (the client doesn’t crash though)
but when I look at the main game log for the server host it doesn’t really show anything special that would cause the crash.
here’s the last few lines…
2016.12.29-23.22.29:080][708]LogConsoleManager:Warning: Setting the console variable 'r.DetailMode' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetByConsole'
[2016.12.29-23.22.29:080][708]sg.EffectsQuality = "1"
[2016.12.29-23.22.29:080][708]r.DetailMode = "1"
[2016.12.29-23.22.29:083][708]LogGameMode: levelStatus: /Game/ChinaTown 0 0 0 None 0
[2016.12.29-23.22.29:083][708]LogGameMode: levelStatus: /Game/Castle 1 1 1 PersistentLevel 0
[2016.12.29-23.22.29:083][708]LogGameMode: levelStatus: /Game/StartZone 1 1 0 PersistentLevel 0
[2016.12.29-23.22.29:083][708]LogNet: Join succeeded: BloodlustBilly1
[2016.12.29-23.22.29:414][725]LogWindows: Windows GetLastError: The operation completed successfully. (0)
I checked the other “crashcontext.xml” and the “report.wer” and UE4MiniDump (I open in visual studio) - but again… it doesn’t really reveal where or why the crash.
which crash file should I be looking at to see exactly which function the crash occurred?
I even packaged it up using the “debuggame” configuration setting, thinking it would give more crash details - am I doing something wrong or overlooked something?
any suggestions?
ALSO: when I get the crash window its does say “You do not have any debugging symbols required to display the callstack for this crash.”
Is that important?
Thanks