# \[Networking\] Client crashes PIE when exiting game

**URL:** <https://forums.unrealengine.com/t/networking-client-crashes-pie-when-exiting-game/295466>\
**Category:** Multiplayer & Networking\
**Tags:** Networking, play-in-editor, unreal-engine, crash, Multiplayer, bug-report, question\
**Created:** [October 7, 2014, 4:34am UTC](https://forums.unrealengine.com/t/networking-client-crashes-pie-when-exiting-game/295466 "2014-10-07T04:34:34Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![viperld\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@viperld\_1](https://forums.unrealengine.com/u/viperld_1)\
**Post date:** [October 7, 2014, 4:34am UTC](https://forums.unrealengine.com/t/networking-client-crashes-pie-when-exiting-game/295466/1 "2014-10-07T04:34:34Z")

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Log: [http://pastebin.com/vzu1948z](http://pastebin.com/vzu1948z)

I’ve modified the Shooter Example. My PIE runs fine with a single player, but when I use 2 (single process) the editor crashes when the client exits.

It only happens when it’s the client, and the log complains about one of several things(some pawn, a brush, or a weapon for example).

The error is always “Object from PIE level still referenced. Shortest path from root: (Object is not currently rooted)”.

I don’t have any references to actors stored, and I certainly don’t have any brushes stored away.

I believe this is a bug somehow. Perhaps my character’s replication is doing something weird? Once again, I’m not storing any objects anywhere so I don’t think my replication is the cause.

Anyway, I’ve been unable to figure this out. Any ideas?

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**Author:** ![cgrebeld](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@cgrebeld](https://forums.unrealengine.com/u/cgrebeld)\
**Post date:** [October 7, 2014, 4:02pm UTC](https://forums.unrealengine.com/t/networking-client-crashes-pie-when-exiting-game/295466/2 "2014-10-07T16:02:11Z")

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Maybe try deleting all the BSP brushes in the map and see if the crash goes away.

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [October 7, 2014, 8:12pm UTC](https://forums.unrealengine.com/t/networking-client-crashes-pie-when-exiting-game/295466/3 "2014-10-07T20:12:27Z")

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Hi viperld,

Did you modify the C++ or blueprints portion of Shootergame? How are you running your replication between client and server?

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**Author:** ![viperld\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@viperld\_1](https://forums.unrealengine.com/u/viperld_1)\
**Post date:** [October 7, 2014, 8:32pm UTC](https://forums.unrealengine.com/t/networking-client-crashes-pie-when-exiting-game/295466/4 "2014-10-07T20:32:10Z")

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I’ve extended the C++ and created my own character (from “ShooterCharacter”), pawn (from “Pawn”) and weapon (from “ShooterWeapon”).

I’m also using blueprints of my classes in the level. For instance, “BP\_MyCharacter” to extend the “MyCharacter” class.

Replication settings have generally be copied from the base classes (this is all serving as an applied learning experience for me so I don’t reeeaaallly know how to properly replicate yet). There’s the health, current weapon, ammo, etc… all the things from the Shooter classes.

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**Author:** ![viperld\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@viperld\_1](https://forums.unrealengine.com/u/viperld_1)\
**Post date:** [October 7, 2014, 8:35pm UTC](https://forums.unrealengine.com/t/networking-client-crashes-pie-when-exiting-game/295466/5 "2014-10-07T20:35:32Z")

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Thank you for your response, but I should clarify that the crash isn’t always caused by the brushes.

So far the crashes have complained about either the brushes, my weapons, or my pawns.

At first I was confident that I was doing something wrong in my code because crashes complained about my creations. However, when it barked about the brushes I began to think there was something less obvious going wrong.

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [October 7, 2014, 8:40pm UTC](https://forums.unrealengine.com/t/networking-client-crashes-pie-when-exiting-game/295466/6 "2014-10-07T20:40:05Z")

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We have a tutorial on replication here:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

However, the error you are receiving has a lot of mentions to dividing by zero, do you have any instances of this in your blueprint or C++?

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**Author:** ![viperld\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@viperld\_1](https://forums.unrealengine.com/u/viperld_1)\
**Post date:** [October 7, 2014, 8:55pm UTC](https://forums.unrealengine.com/t/networking-client-crashes-pie-when-exiting-game/295466/7 "2014-10-07T20:55:44Z")

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I am not near my project right now but I will certainly check when I am.

To clarify, I’ve mainly got replication happening in my C++ and not in my blueprints.

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**Author:** ![viperld\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@viperld\_1](https://forums.unrealengine.com/u/viperld_1)\
**Post date:** [October 8, 2014, 3:06am UTC](https://forums.unrealengine.com/t/networking-client-crashes-pie-when-exiting-game/295466/8 "2014-10-08T03:06:58Z")

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I realized I was using a non-source project so debugging is only showing me so much. I’m setting up the project in a source build now. I’ll be back with more info.

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<div class="post-metadata">

**Author:** ![viperld\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@viperld\_1](https://forums.unrealengine.com/u/viperld_1)\
**Post date:** [October 9, 2014, 2:31am UTC](https://forums.unrealengine.com/t/networking-client-crashes-pie-when-exiting-game/295466/9 "2014-10-09T02:31:14Z")

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Unfortunately this is not a real answer. This did however resolve my issue.

I was running my game as a modification of the ShooterGame obtained through the launcher. I decided to compile the source myself so that I’d get full debugging messages.

I no longer receive any crashes when exiting the PIE as a client.

Once again, after migrating my game over to a source build I no longer experienced any crashing from my client’s exiting the PIE.
