I’ve recently begun encountering a problem, with use the Standalone Game play mode as a Listen Server and multiple clients
The editor works perfectly, until I hit play, my setup is to play as a lsiten server, with 2 clients and without single process.
The game works correctly, but the editor immediately hangs, and a memory dump shows the following stacktrace:
> UE4Editor-Core.dll!FEventWin::Wait(unsigned int WaitTime, const bool bIgnoreThreadIdleStats) Line 1046 C++
UE4Editor-RenderCore.dll!GameThreadWaitForTask(const TRefCountPtr<FGraphEvent> & Task, bool bEmptyGameThreadTasks) Line 805 C++
UE4Editor-RenderCore.dll!FRenderCommandFence::Wait(bool bProcessGameThreadTasks) Line 833 C++
UE4Editor.exe!FEngineLoop::Tick() Line 2732 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 142 C++
UE4Editor.exe!GuardedMainWrapper(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 126 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 200 C++
To me, it looks like the thread is waiting for something, but I have no way of telling what, and can only get the editor working correctly by killing the process.
Version is 4.11.1, and I’ve replicated the issue with a fresh project (Shooter Game)
The only recent changes I can think of to my system are installing the latest GeForce Experience and Nvidia drivers, any possibility this is related?
This question from over 2 years ago seems to be an identical situation, but I’m not using coherient UI, and I assume Shooter Game isn’t either:
Edit: Attaching logs and dxdiag output. The DMP file is over 1GB even when compressed, not sure if there is a practical way for me to upload it?