HTTP crash when not internet or invalid URL

Hi there,

It seems we’re running into an old issue that was previously reported but never resolved:
Game crashing when failing to connect to internet - #12 by anonymous_user_2b03d27c.
After further investigation, I found out that the initial ticket was closed due to cannot reproduce reason. However, we’re still consistently encountering this crash.

The repro is really easy, just activate HttpBlueprint and JsonBlueprintUtilities.

Assertion failed: IsValid() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 1082] 

UnrealEditor_HttpBlueprint
UnrealEditor_HttpBlueprint
UnrealEditor_HTTP
UnrealEditor_HTTP

This prevents us from implementing any kind of fallback logic for failed server connections, which is a critical feature for network-reliant gameplay.

If anyone has encountered and resolved this, or if Epic could reopen the ticket, it would be greatly appreciated.

Thanks

Just a question of curiosity:
Why would you make an HTTPRequest on EventTick?
By any means, try doing the request once, e.g. in BeginPlay. If it never hits the fallback scenario, we would have at least narrowed it down a bit more.

Ok I see you have set it to some Interval actually. However try the request one-time, a branch on Fallback, Breakpoint: Does it not hit even once?

I generally recommend using the both outputs “Successful” and “Failed”/Whatever because “Processing” isnt where I would go in to check anything. The other two nodes on the hand: One should be executed, and thats where we can read the result.

We use the tick, because we are constantly checking if we are still connected to the back-end or not. Doing it once in the BeginPlay, may be a solution, however, in case we got a disconnection during our execution, there’s no way for us to know it, and we can’t have a fallback logic. Our product use real-time data, I can bypass the process logic. But the crash happens as soon as the Node is trigger, I don’t even any response