We are using UE5.4.3 and SmoothSync. SmoothSync crashes when a second player joins the server. It has worked for a long time but recently moved to a large world.
Here is the log:
- LyraGame.exe!USmoothSync::ServerSendsTransformToEveryone_Implementation(const TArray<unsigned char,TSizedDefaultAllocator<32>> & value) Line 568 C++ LyraGame.exe!USmoothSync::execServerSendsTransformToEveryone(UObject * Context, FFrame & Stack, void * const Z_ParamResult) Line 458 C++ LyraGame.exe!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_ParamResult) Line 6848 C++ LyraGame.exe!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2144 C++ LyraGame.exe!FObjectReplicator::ReceivedRPC(FNetBitReader & Reader, const FReplicationFlags & RepFlags, const FFieldNetCache * FieldCache, const bool bCanDelayRPC, bool & bOutDelayRPC, TSet<FNetworkGUID,DefaultKeyFuncs<FNetworkGUID,0>,FDefaultSetAllocator> & UnmappedGuids) Line 1377 C++ LyraGame.exe!FObjectReplicator::ReceivedBunch(FNetBitReader & Bunch, const FReplicationFlags & RepFlags, const bool bHasRepLayout, bool & bOutHasUnmapped) Line 1162 C++ LyraGame.exe!UActorChannel::ProcessBunch(FInBunch & Bunch) Line 3275 C++ LyraGame.exe!UActorChannel::ReceivedBunch(FInBunch & Bunch) Line 3084 C++ [Inline Frame] LyraGame.exe!UChannel::ReceivedSequencedBunch(FInBunch &) Line 569 C++ LyraGame.exe!UChannel::ReceivedNextBunch(FInBunch & Bunch, bool & bOutSkipAck) Line 1036 C++ LyraGame.exe!UChannel::ReceivedRawBunch(FInBunch & Bunch, bool & bOutSkipAck) Line 684 C++ LyraGame.exe!UNetConnection::DispatchPacket(FBitReader & Reader, int PacketId, bool & bOutSkipAck, bool & bOutHasBunchErrors) Line 3723 C++
