# Ue 4 network crash

**URL:** <https://forums.unrealengine.com/t/ue-4-network-crash/313410>\
**Category:** Platform & Builds\
**Tags:** unreal-engine, crash, bug-report, crash-report, question\
**Created:** [April 1, 2015, 2:52pm UTC](https://forums.unrealengine.com/t/ue-4-network-crash/313410 "2015-04-01T14:52:20Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![Blue\_man](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Blue\_man](https://forums.unrealengine.com/u/Blue_man)\
**Post date:** [April 1, 2015, 2:52pm UTC](https://forums.unrealengine.com/t/ue-4-network-crash/313410/1 "2015-04-01T14:52:20Z")

</div>

Description: In version 4.7.3 when I try to play with 2 players (listen and client) engine just crash without any warnings.I tried this in version 4.6.1 and it works.This appears no matter did I open blank project,templates or my project.

Crash report: MachineId:4476D95B44BD05A486CD9B883CD9CC34  
EpicAccountId:44da3c18cf514f5daab1a66266c30656

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 + 37901 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]

Branch: Binary,from Unreal launcher

Build version: 4.7.3-2479750

System specs:  
Operating System: Windows 7 Ultimate 64-bit Service pack 1  
Processor: AMD Phenom™ II X3 720 Processor (3 CPUs), ~2.8GHz  
Memory: 6144MB RAM  
Card name: AMD Radeon R9 200 Series

> **[Log - Pastebin.com](https://pastebin.com/U0z7wwk5)**
>
> Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.

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**Author:** ![anonymous\_user\_33800a51](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_33800a51](https://forums.unrealengine.com/u/anonymous_user_33800a51)\
**Post date:** [April 1, 2015, 4:06pm UTC](https://forums.unrealengine.com/t/ue-4-network-crash/313410/2 "2015-04-01T16:06:02Z")

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Hi ,

I haven’t been able to reproduce a crash in 4.7.3 when using 2 players. Does editor crash, or are you packaging game and game crashes? Are you using PIE or Launch? Can you walk me through exact steps you took to get this crash? Thanks!

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**Author:** ![Blue\_man](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Blue\_man](https://forums.unrealengine.com/u/Blue_man)\
**Post date:** [April 1, 2015, 4:22pm UTC](https://forums.unrealengine.com/t/ue-4-network-crash/313410/3 "2015-04-01T16:22:57Z")

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Editor and game crash,no matter do I use pie or launch editor always crash.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_33800a51](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_33800a51](https://forums.unrealengine.com/u/anonymous_user_33800a51)\
**Post date:** [April 1, 2015, 4:30pm UTC](https://forums.unrealengine.com/t/ue-4-network-crash/313410/4 "2015-04-01T16:30:46Z")

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So just to confirm: using PIE with Clients set to 2 in a new Blank Blueprint project will crash editor for you?

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<div class="post-metadata">

**Author:** ![Blue\_man](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Blue\_man](https://forums.unrealengine.com/u/Blue_man)\
**Post date:** [April 1, 2015, 4:39pm UTC](https://forums.unrealengine.com/t/ue-4-network-crash/313410/5 "2015-04-01T16:39:08Z")

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Yes that is correct. [Imgur: The magic of the Internet](http://imgur.com/y0CQWU2&sexgAHg#1)

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<div class="post-metadata">

**Author:** ![Blue\_man](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Blue\_man](https://forums.unrealengine.com/u/Blue_man)\
**Post date:** [April 1, 2015, 4:44pm UTC](https://forums.unrealengine.com/t/ue-4-network-crash/313410/6 "2015-04-01T16:44:28Z")

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Now I am building a GitHub version.

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<div class="post-metadata">

**Author:** ![Blue\_man](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Blue\_man](https://forums.unrealengine.com/u/Blue_man)\
**Post date:** [April 1, 2015, 5:41pm UTC](https://forums.unrealengine.com/t/ue-4-network-crash/313410/7 "2015-04-01T17:41:18Z")

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I just compiled GitHub version and a GitHub version crash too.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_33800a51](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_33800a51](https://forums.unrealengine.com/u/anonymous_user_33800a51)\
**Post date:** [April 1, 2015, 10:28pm UTC](https://forums.unrealengine.com/t/ue-4-network-crash/313410/8 "2015-04-01T22:28:37Z")

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Hey ,

It looks like you’re getting an error when calling GetHostByName that TranslateGAIErrorCode isn’t handling and check is failing because of that. We have a bug report for that in our system already (UE-9103), and we’re working on a fix that we hope will be in 4.8.

For now, you can try adding " multihome=127.0.0.1" to your commandline (create a shortcut to Editor and add that to its Target). Otherwise, multihome needs to be IP address of server you’re connecting to. You might still have networking issues, but at least that should stop crash.

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**Author:** ![Blue\_man](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Blue\_man](https://forums.unrealengine.com/u/Blue_man)\
**Post date:** [April 1, 2015, 10:53pm UTC](https://forums.unrealengine.com/t/ue-4-network-crash/313410/9 "2015-04-01T22:53:33Z")

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Thank you soo much.
