LogNet: UNetDriver::TickDispatch: Very long time between ticks

This seems to be an ongoing problem that only happens on some machines and some builds of UE4 but not others. (I do not think this should be marked as resolved. but i also agree these are the types of issues that are hard to address as they are hard to reproduce consistently).

My OS is win10pro64 build 16299.125) …
I do not get the issue on UE4.15.3
But I do get the issue on UE4.18.2

Here’s the steps I did to recreate the issue…

Create a brand new empty blueprint project, then set number of players to 2 and press play (everything works fine in this case with just 2.)

If I set numbers of players to 3 and press play the windows spawn but the editor (server) and both client windows lock up for 30 seconds and I see these messages in the log…

LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.01, Realtime: 30.15. IpNetDriver_7
LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 30.19, Realtime: 30.34. IpNetDriver_5

I’ve had someone else try on their machine machine and they had no problems on 4.18.2. So It seems this is something that only happens on certain machines (perhaps a bug in certain network drivers?)

The key points after reading everything above and what i’ve seen are:

  1. It doesn’t happen to everyone but it does seem to be affecting several people.
  2. For the people it affects the lockup happens when we go over 2 PIE instances (three players without dedicated, two players with dedicated server option)
  3. It’s a combination of UE4 version and something else (buggy network driver?) so it’s hard to reproduce.
  4. However even on my machine everything works fine in UE 4.15.3 but UE 4.18.2 locks up for 30 seconds. So if it is something like a buggy network driver UE4.15.3 is dealing with it better.
  5. Update: The lockup doesn’t happen on the first play attempt after launching the editor .exe with the project. But it happens every play attempt after.