Assertion failed: GIsEditor || bCreatingCDO || !InClass->HasAnyClassFlags(CLASS_Abstract) [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2214]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
UE4Editor_CoreUObject!StaticAllocateObject() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2215]
UE4Editor_CoreUObject!StaticConstructObject_Internal() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:3141]
UE4Editor_CoreUObject!FObjectInitializer::CreateDefaultSubobject() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:3590]
UE4Editor_CoreUObject!UObject::CreateDefaultSubobject() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:87]
UE4Editor_AdvMovProject!AInventoryItem::AInventoryItem() [c:\users\fang\desktop\networking_1.0\networking\source\advmovproject\private\inventoryitem.cpp:13]
UE4Editor_CoreUObject!UClass::CreateDefaultObject() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:2524]
UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:745]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:830]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1017]
UE4Editor_Core!TBaseMulticastDelegate<void>::Broadcast() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:921]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:461]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\projects\private\moduledescriptor.cpp:398]
UE4Editor_Projects!FProjectManager::LoadModulesForProject() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\projects\private\projectmanager.cpp:53]
UE4Editor!FEngineLoop::LoadStartupModules() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2218]
UE4Editor!FEngineLoop::PreInit() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1653]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:117]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
A while ago I worked my way through the Steam multiplayer tutorial and I keep a basic multiplayer project to use as a template. I merged content from another project into it, but I get mysterious errors now that I don’t understand.