I decided to begin working with networking features, however, all projects created in 4.7 crash with call stack that is provided below. I was able to reproduce it in blank bp, blank c++, first person c++ and third person c++ templates (didn’t check others as call stack in all cases was exactly same). I changed nothing, all of them crash as soon as are launched with 2 players. All of them work fine in singleplayer mode though. I downloaded engine via launcher.
I successfully launched shooter game example and third person c++ template I had created back in 4.4 with 2 players, so there shouldn’t be any problems with my computer, antivirus or blocked ports.
I searched web but didn’t find a solution, did someone experience similar problems? I found a suggestion to add NetDriverDefinitions to defaultengine.ini, but it didn’t help. I also noticed that all header files are located in Source/Public and all cpp files are located in Source/Private in projects that work in multiplayer, while both headers and source sode files are located in Source folder in projects that crash. I moved all headers into Source/Public and cpp files into /Private, but it didn’t fix issue. I suspect that either there are problems with IpNetDriver configuration or some engine parameters are not configured properly in these projects. However, I am wary of changing engine configuration by hand as I don’t yet completely understand its inner workings.
Your help will be very much appreciated.
VS Output:
[2015.03.31-12.21.14:545][250]LogPlayLevel: PIE: No blueprints needed recompiling
[2015.03.31-12.21.14:547][250]PIE: New page: PIE session: ThirdPersonExampleMap (Apr 1, 2015, 12:21:14 AM)
[2015.03.31-12.21.14:579][250]LogPlayLevel: PIE: StaticDuplicateObject took: (0.030403s)
[2015.03.31-12.21.14:582][250]LogPlayLevel: PIE: World Init took: (0.001624s)
[2015.03.31-12.21.14:582][250]LogPlayLevel: PIE: Created PIE world by copying editor world from
/Game/ThirdPerson/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap to /Game/ThirdPerson/Maps/UEDPIE_1_ThirdPersonExampleMap.ThirdPersonExampleMap (0.034109s)
thread 0x116c has exited with code 0 (0x0).
thread 0x1670 has exited with code 0 (0x0).
[2015.03.31-12.21.14:624][250]LogWorld: Game class is ‘ThirdPersonCPP47GameMode’
[2015.03.31-12.21.14:627][250]LogAIModule: Creating AISystem for world ThirdPersonExampleMap
[2015.03.31-12.21.14:635][250]LogWorld: Bringing World
/Game/ThirdPerson/Maps/UEDPIE_1_ThirdPersonExampleMap.ThirdPersonExampleMap up for play (max tick rate 0) at 2015.03.31-18.21.14
[2015.03.31-12.21.14:636][250]LogWorld: Bringing up level for play took: 0.008401
[2015.03.31-12.21.14:638][250]LogInit: WinSock: Socket queue 131072 / 131072
[2015.03.31-12.21.16:905][250]LogSockets:Warning: Unhandled getaddrinfo() socket error! Code: 11004
UE4Editor.exe has triggered a breakpoint.
UE Report:
Unknown exception - code 00000001 (first/second chance not available)
Assertion failed: 0 [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\sockets\private\bsdsockets\SocketSubsystemBSDPrivate.h] [Line: 94]
KERNELBASE + 42141 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Sockets!FSocketSubsystemBSDCommon::TranslateGAIErrorCode() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\sockets\private\bsdsockets\socketsubsystembsdprivate.h:99]
UE4Editor_Sockets!FSocketSubsystemBSD::GetHostByName() + 208 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\sockets\private\bsdsockets\socketsubsystembsd.cpp:69]
UE4Editor_Sockets!ISocketSubsystem::GetLocalHostAddr() + 975 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\sockets\private\socketsubsystem.cpp:310]
UE4Editor_Sockets!ISocketSubsystem::GetLocalBindAddr() + 44 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\sockets\private\socketsubsystem.cpp:253]
UE4Editor_OnlineSubsystemUtils!UIpNetDriver::InitBase() + 720 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:109]
UE4Editor_OnlineSubsystemUtils!UIpNetDriver::InitListen() + 64 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:152]
UE4Editor_Engine!UWorld::Listen() + 384 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:3927]
UE4Editor_Engine!UGameInstance::StartPIEGameInstance() + 1537 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gameinstance.cpp:218]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() + 8708 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2861]
UE4Editor_UnrealEd!UEditorEngine::SpawnIntraProcessPIEWorlds() + 587 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2274]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() + 7122 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2227]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() + 643 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:974]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 3604 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1226]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]