# UE4 4.12.4 crashes on Dedicated Server Mode

**URL:** <https://forums.unrealengine.com/t/ue4-4-12-4-crashes-on-dedicated-server-mode/362577>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [June 30, 2016, 8:40pm UTC](https://forums.unrealengine.com/t/ue4-4-12-4-crashes-on-dedicated-server-mode/362577 "2016-06-30T20:40:54Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![KAISERVRS](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KAISERVRS](https://forums.unrealengine.com/u/KAISERVRS)\
**Post date:** [June 30, 2016, 8:40pm UTC](https://forums.unrealengine.com/t/ue4-4-12-4-crashes-on-dedicated-server-mode/362577/1 "2016-06-30T20:40:54Z")

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Hey,

like the topic says the ue4 engine suddenly starts to crash every time I want to test the game in dedicated server mode. This already happened to me a few days ago - I fixed it with a full build of the game - Now it’s happening again and I cant fix it ☹

Error log of the Engine:

> Assertion failed:  
> Property-\>PropertyFlags & CPF\_Net  
> [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Engine\Private\RepLayout.cpp]  
> [Line: 2666]
> 
> UE4Editor\_Core!FDebug::AssertFailed()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]  
> UE4Editor\_Engine!FRepLayout::InitFromObjectClass()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\replayout.cpp:2668]  
> UE4Editor\_Engine!UNetDriver::GetObjectClassRepLayout()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:3314]  
> UE4Editor\_Engine!UNetDriver::FindOrCreateRepChangedPropertyTracker()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:3298]  
> UE4Editor\_Engine!AActor::CallPreReplication()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\actor.cpp:907]  
> UE4Editor\_Engine!UNetDriver::ServerReplicateActors\_BuildConsiderList()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:2444]  
> UE4Editor\_Engine!UNetDriver::ServerReplicateActors()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:2923]  
> UE4Editor\_Engine!UNetDriver::TickFlush()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:294]  
> UE4Editor\_Engine!TBaseUObjectMethodDelegateInstance\<0,UNetDriver,void  
> \_\_cdecl(float)\>::ExecuteIfSafe() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl\_variadics.inl:852]  
> UE4Editor\_Engine!TBaseMulticastDelegate::Broadcast()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl\_variadics.inl:921]  
> UE4Editor\_Engine!UWorld::Tick()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1327]  
> UE4Editor\_UnrealEd!UEditorEngine::Tick()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1349]  
> UE4Editor\_UnrealEd!UUnrealEdEngine::Tick()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:368]  
> UE4Editor!FEngineLoop::Tick()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2775]  
> UE4Editor!GuardedMain()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:148]  
> UE4Editor!GuardedMainWrapper()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]  
> UE4Editor!WinMain()  
> [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]  
> UE4Editor!\_\_scrt\_common\_main\_seh()  
> [f:\dd\vctools\crt\vcstartup\src\startup\exe\_common.inl:264]  
> kernel32 ntdll

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**Author:** ![KAISERVRS](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KAISERVRS](https://forums.unrealengine.com/u/KAISERVRS)\
**Post date:** [July 1, 2016, 6:18pm UTC](https://forums.unrealengine.com/t/ue4-4-12-4-crashes-on-dedicated-server-mode/362577/2 "2016-07-01T18:18:45Z")

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Bump - Problem is still there 😕

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**Author:** ![KAISERVRS](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KAISERVRS](https://forums.unrealengine.com/u/KAISERVRS)\
**Post date:** [July 1, 2016, 6:25pm UTC](https://forums.unrealengine.com/t/ue4-4-12-4-crashes-on-dedicated-server-mode/362577/3 "2016-07-01T18:25:56Z")

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I deleted a map out of my content folder and it’s fixed.  
Is it possible that an unused map canmake those errors?

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**Author:** ![KAISERVRS](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KAISERVRS](https://forums.unrealengine.com/u/KAISERVRS)\
**Post date:** [July 7, 2016, 8:38am UTC](https://forums.unrealengine.com/t/ue4-4-12-4-crashes-on-dedicated-server-mode/362577/4 "2016-07-07T08:38:12Z")

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Now after a few days again - UE4 is crashing on In-Editor starts until I delete ALL maps.  
I downgraded my project to 4.11 again - But I really want to know the problem here?

So - BUMP

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**Author:** ![CriErr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CriErr](https://forums.unrealengine.com/u/CriErr)\
**Post date:** [July 27, 2016, 7:53am UTC](https://forums.unrealengine.com/t/ue4-4-12-4-crashes-on-dedicated-server-mode/362577/5 "2016-07-27T07:53:32Z")

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Check here, maybe you have something to add to my post.

> **[Play in Editor with network crash RepLayout.cpp \[Line: 2666\]](https://forums.unrealengine.com/questions/459750/play-in-editor-with-network-crash-replayoutcpp-lin.html)**
>
> If project tested in play in editor mode with networking enabled (dedicated server or more than one client) after actor gets spawned to level, project crashes. Spawned Actor has 4 parents with replicated variables in them. Recompile one one the...

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**Author:** ![Jake1337](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jake1337](https://forums.unrealengine.com/u/Jake1337)\
**Post date:** [August 2, 2016, 9:45pm UTC](https://forums.unrealengine.com/t/ue4-4-12-4-crashes-on-dedicated-server-mode/362577/6 "2016-08-02T21:45:34Z")

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Got similar crashes here with same stack, only for me it happens when I run a multiplayer listen server and client(s) in editor.

This has started happening a while ago but has come to the point where it is near impossible to debug a multiplayer game.  
Have recently upgraded to 4.12 and problem persists…  
If more info is needed please specify what will be useful

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**Author:** ![atanknomore](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@atanknomore](https://forums.unrealengine.com/u/atanknomore)\
**Post date:** [August 8, 2016, 2:42am UTC](https://forums.unrealengine.com/t/ue4-4-12-4-crashes-on-dedicated-server-mode/362577/7 "2016-08-08T02:42:28Z")

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4.12.5 still having this issue with several projects. Any input from the devs?

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<div class="post-metadata">

**Author:** ![CriErr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CriErr](https://forums.unrealengine.com/u/CriErr)\
**Post date:** [August 8, 2016, 4:55am UTC](https://forums.unrealengine.com/t/ue4-4-12-4-crashes-on-dedicated-server-mode/362577/8 "2016-08-08T04:55:38Z")

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Did you manage to find clear repro?

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<div class="post-metadata">

**Author:** ![atanknomore](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@atanknomore](https://forums.unrealengine.com/u/atanknomore)\
**Post date:** [August 8, 2016, 7:37am UTC](https://forums.unrealengine.com/t/ue4-4-12-4-crashes-on-dedicated-server-mode/362577/9 "2016-08-08T07:37:52Z")

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No not yet. It’s also quite inconsistent. I get it sometimes, sometimes I don’t.
