I’ve been using UE4 with Perforce at work just fine for a few months now. I just switched machines at work and now I’m getting this error every time I try to do anything with Source Control in-editor:
MachineId:
EpicAccountId:Stack overflow - code c00000fd
(first/second chance not available)“”
LavasoftTcpService64
LavasoftTcpService64 ws2_32
UE4Editor_PerforceSourceControl!NetTcpSelector::Select()
UE4Editor_PerforceSourceControl!NetTcpTransport::SendOrReceive()
UE4Editor_PerforceSourceControl!NetBuffer::Receive()
UE4Editor_PerforceSourceControl!RpcTransport::Receive()
UE4Editor_PerforceSourceControl!Rpc::DispatchOne()
UE4Editor_PerforceSourceControl!Rpc::Dispatch() UE4Editor_PerforceSourceControl!Client::WaitTag()
UE4Editor_PerforceSourceControl!Client::RunTag()
UE4Editor_PerforceSourceControl!Client::Run()
UE4Editor_PerforceSourceControl!FPerforceConnection::RunCommand()
[e:\build\tnt\tnt\engine\plugins\developer\perforcesourcecontrol\source\perforcesourcecontrol\private\perforceconnection.cpp:609]
UE4Editor_PerforceSourceControl!FPerforceConnection::EstablishConnection()
[e:\build\tnt\tnt\engine\plugins\developer\perforcesourcecontrol\source\perforcesourcecontrol\private\perforceconnection.cpp:717]
UE4Editor_PerforceSourceControl!FPerforceConnection::FPerforceConnection()
[e:\build\tnt\tnt\engine\plugins\developer\perforcesourcecontrol\source\perforcesourcecontrol\private\perforceconnection.cpp:221]
UE4Editor_PerforceSourceControl!FScopedPerforceConnection::Initialize()
[e:\build\tnt\tnt\engine\plugins\developer\perforcesourcecontrol\source\perforcesourcecontrol\private\perforceconnection.cpp:791]
UE4Editor_PerforceSourceControl!FPerforceGetWorkspacesWorker::Execute()
[e:\build\tnt\tnt\engine\plugins\developer\perforcesourcecontrol\source\perforcesourcecontrol\private\perforcesourcecontroloperations.cpp:1025]
UE4Editor_PerforceSourceControl!FPerforceSourceControlCommand::DoThreadedWork()
[e:\build\tnt\tnt\engine\plugins\developer\perforcesourcecontrol\source\perforcesourcecontrol\private\perforcesourcecontrolcommand.cpp:42]
UE4Editor_Core!FQueuedThread::Run()
[e:\build\tnt\tnt\engine\source\runtime\core\private\hal\threadingbase.cpp:400]
UE4Editor_Core!FRunnableThreadWin::Run()
[e:\build\tnt\tnt\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
Any ideas?