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Unhandled Exception - Need some Help

When placing a structure, I get a crash. The Dedicated Server does not crash, only the client. There is no problem placing this structure in the Dev Kit editor, or in single player.

If anyone can help, It would be much appreciated. It almost seems like it’s an issue with the VC++ library.

Fatal error!

ShooterGame.exe!UPrimalItem::InitNewItem() (0x000000013f31a224) + 17 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\private\primalitem.cpp:261]
ShooterGame.exe!UPrimalItem::AddNewItem() (0x000000013f31d4b6) + 0 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\private\primalitem.cpp:677]
ShooterGame.exe!UPrimalInventoryComponent::GenerateCrateItems() (0x000000013f3165fb) + 847 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\private\primalinventorycomponent.cpp:2815]
ShooterGame.exe!APrimalStructureItemContainer_SupplyCrate::GenerateCrateItems() (0x000000013f3883ce) + 78 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\private\primalstructureitemcontainer_supplycrate.cpp:122]
ShooterGame.exe!APrimalStructureItemContainer_SupplyCrate::BeginPlay() (0x000000013f387d27) + 0 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\private\primalstructureitemcontainer_supplycrate.cpp:48]
ShooterGame.exe!AActor::PostActorConstruction() (0x000000013fefb36c) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\actor.cpp:2369]
ShooterGame.exe!APrimalStructurePlacer::BeginState() (0x000000013f38c6c0) + 0 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\private\primalstructureplacer.cpp:101]
ShooterGame.exe!APrimalStructurePlacer::StartPlacingStructure() (0x000000013f38c944) + 0 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\private\primalstructureplacer.cpp:168]
ShooterGame.exe!APrimalStructurePlacer::StartPlacingStructure() (0x000000013f38c7d8) + 0 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\private\primalstructureplacer.cpp:137]
ShooterGame.exe!UPrimalItem::LocalUse() (0x000000013f3272dc) + 0 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\private\primalitem.cpp:1693]
ShooterGame.exe!UPrimalInventoryComponent::LocalUseItemSlot() (0x000000013f30f696) + 0 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\private\primalinventorycomponent.cpp:1744]
ShooterGame.exe!UPlayerInput::ProcessInputStack() (0x0000000140538bff) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\userinterface\playerinput.cpp:1047]
ShooterGame.exe!APlayerController::ProcessPlayerInput() (0x00000001401047eb) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\playercontroller.cpp:2433]
ShooterGame.exe!APlayerController::TickPlayerInput() (0x0000000140109b9d) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\playercontroller.cpp:3775]
ShooterGame.exe!APlayerController::PlayerTick() (0x00000001401039a4) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\playercontroller.cpp:2110]
ShooterGame.exe!APlayerController::TickActor() (0x0000000140109cf2) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\playercontroller.cpp:3842]
ShooterGame.exe!AShooterPlayerController::TickActor() (0x000000013f450674) + 0 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\private\shooterplayercontroller.cpp:1613]
ShooterGame.exe!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() (0x000000014023dbac) + 30 bytes [f:\ue4\unrealengine\engine\source\runtime\core\public\async askgraphinterfaces.h:665]
ShooterGame.exe!FTaskThread::ProcessTasks() (0x000000013f7754d6) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:338]
ShooterGame.exe!FTaskThread::ProcessTasksUntilQuit() (0x000000013f774fbd) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:177]
ShooterGame.exe!FTaskGraphImplementation::WaitUntilTasksComplete() (0x000000013f7763ed) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:882]
ShooterGame.exe!FTaskGraphInterface::WaitUntilTaskCompletes() (0x000000013f80ee71) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\core\public\async askgraphinterfaces.h:187]
ShooterGame.exe!FTickTaskSequencer::ReleaseTickGroup() (0x0000000140235762) + 269 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private icktaskmanager.cpp:187]
ShooterGame.exe!FTickTaskManager::RunTickGroup() (0x000000014023a0da) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private icktaskmanager.cpp:851]
ShooterGame.exe!UWorld::RunTickGroup() (0x00000001400a324b) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\leveltick.cpp:691]
ShooterGame.exe!UWorld::Tick() (0x00000001400a456e) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\leveltick.cpp:1181]
ShooterGame.exe!UGameEngine::Tick() (0x000000013ffd58db) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\gameengine.cpp:912]
ShooterGame.exe!FEngineLoop::Tick() (0x000000013f226249) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:2302]
ShooterGame.exe!GuardedMain() (0x000000013f220aec) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\launch\private\launch.cpp:139]
ShooterGame.exe!GuardedMainWrapper() (0x000000013f22772a) + 5 bytes [f:\ue4\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
ShooterGame.exe!WinMain() (0x000000013f227858) + 8 bytes [f:\ue4\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:209]
ShooterGame.exe!__tmainCRTStartup() (0x00000001411148c5) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
kernel32.dll!UnknownFunction (0x0000000077165a4d) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x0000000076c5b831) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x0000000076c5b831) + 0 bytes [UnknownFile:0]

This seems like it might be an error with how you made your structure placeable. Did you edit the playercontroller_bp or did you put the structure into the “additional structures to place” array in the PrimalGameData_BP?

Same as all the other structures, using the additional structures to place array.

If you look at the last 3 lines, there is no array error in that message. Don’t forget I said it’s a client crash only, and works in single player.

ahh, didn’t see the bit about singleplayer. Are you sure that all associated files are in your mod folder? I have seen it happen a couple of times where it lets you use some weird structures in singleplayer, but then when you go into a server, it gets a bit more strict.

Also, do your previous structures still work?

All previous structures still work.

The very first thing I checked, was to make sure everything was in the Mod folder. It is. I will triple check again, but I’m 99.9% sure it is.

Actually it looks to me like there is an itemset that a supply drop tried to add to its inventory and something went wrong there. I would need more details what you have changed in regards to replacing items, the itemid set, or loot crate item sets however to really know for sure what is going on.

It’s curious to me that something is going wrong with adding the item from the item set, when it works in the editor and in single player. It’s a single item, in an item set, being added to my custom supply drop, which is placed manually. It’s a child of the Supply Crate Base BP Instantaneous.

I did just notice something that seems odd, in the Components, but I’m skeptical it’s the culprit:

Something you may or may not know:

When you play in single player, you ARE the server. This tells me that there is something the authority is doing fine that is not being replicated on the client. When you test you should always start the dedicated server (option under the Play menu in UE), it likely will replicate the problem for you.

Your error looks related to the instantiation of the item on the client side. Unfortunately it’s really hard for us to tell you what’s going on besides that.

Is “net load on client” and “replicated” checked?

Thanks for your assistance, it’s really appreciated.

None of my structures have “net load on client” checked. That can’t be necessary. Replicated is checked.

I do have the “run dedicated server” checkbox checked in my Kit. Like I said it works fine in the editor.

If you have any other suggestions please don’t hesitate, I’m at my wit’s end here.

Net load on client is very, very necessary. Look at the individual components for the structures actor, I guarantee you they have it checked off, or are using stasis to replicate.

UE4 documentation states:

“With Net Load on Client also checked, the Actor is automatically loaded when the map loads and is displayed on client’s machines”

There are 24 new structures, and 9 modified structures in my Mod. None of them have that checked, and all of them have always worked with no issues. I spot checked some vanilla structures, and they also do not have this checked.

I don’t want to get sidelined in a different discussion here, I really need to stay focused on the OP. I tried that checkbox, no difference.

Just trying to help man.

Best of luck.

Totally appreciate it, and thanks for your suggestions.

Similar crash

Ensure condition failed: Archetype [File:F:\UE4\UnrealEngine\Engine\Source\Runtime\Engine\Private\PackageMapClient.cpp] [Line: 286]

ShooterGame.exe!UPrimalItem::InitNewItem() (0x000000013f256b54) + 17 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\private\primalitem.cpp:301]
ShooterGame.exe!UPrimalItem::AddNewItem() (0x000000013f259e66) + 0 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\private\primalitem.cpp:731]
ShooterGame.exe!UPrimalItem::execAddNewItem() (0x000000013f77b5f7) + 711 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\classes\primalitem.h:390]
ShooterGame.exe!UFunction::Invoke() (0x000000013f8803fc) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\class.cpp:3691]
ShooterGame.exe!UObject::CallFunction() (0x000000013f8cb2a2) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:399]
ShooterGame.exe!UObject::ProcessContextOpcode() (0x000000013f8ce5a6) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1407]
ShooterGame.exe!UObject::execLetObj() (0x000000013f8cdf97) + 26 bytes [f:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1246]
ShooterGame.exe!UObject::ProcessInternal() (0x000000013f8cb8cf) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:594]
ShooterGame.exe!UObject::CallFunction() (0x000000013f8cb6a2) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:509]
ShooterGame.exe!UObject::ProcessInternal() (0x000000013f8cb8cf) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:594]
ShooterGame.exe!UFunction::Invoke() (0x000000013f8803fc) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\class.cpp:3691]
ShooterGame.exe!UObject::ProcessEvent() (0x000000013f8cca18) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:907]
ShooterGame.exe!AActor::ProcessEvent() (0x000000013fee010f) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\actor.cpp:590]
ShooterGame.exe!AActor::BeginPlay() (0x000000013fee6cba) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\actor.cpp:2475]
ShooterGame.exe!APrimalCharacter::BeginPlay() (0x000000013f19cd9e) + 0 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\private\primalcharacter.cpp:350]
ShooterGame.exe!APrimalDinoCharacter::BeginPlay() (0x000000013f20d2de) + 0 bytes [f:\ue4\unrealengine\projects\shootergame\source\shootergame\private\primaldinocharacter.cpp:4846]
ShooterGame.exe!AActor::PostNetInit() (0x000000013fee6c5d) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\actor.cpp:2456]
ShooterGame.exe!UActorChannel::ProcessBunch() (0x000000013ff7c0bf) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\datachannel.cpp:1755]
ShooterGame.exe!UChannel::ReceivedSequencedBunch() (0x000000013ff773af) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\datachannel.cpp:248]
ShooterGame.exe!UChannel::ReceivedNextBunch() (0x000000013ff77acb) + 11 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\datachannel.cpp:530]
ShooterGame.exe!UChannel::ReceivedRawBunch() (0x000000013ff775bc) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\datachannel.cpp:330]
ShooterGame.exe!UNetConnection::ReceivedPacket() (0x00000001400c0d57) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private
etconnection.cpp:1072]
ShooterGame.exe!UNetConnection::ReceivedRawPacket() (0x00000001400bfb38) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private
etconnection.cpp:539]
ShooterGame.exe!UIpNetDriver::TickDispatch() (0x000000013fe96144) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:174]
ShooterGame.exe!TBaseUObjectMethodDelegateInstance_OneParam<APrimalCharacter,void,float>::ExecuteIfSafe() (0x000000013f1c42d4) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:532]
ShooterGame.exe!TBaseMulticastDelegate_OneParam<void,float>::Broadcast() (0x00000001400acc03) + 14 bytes [f:\ue4\unrealengine\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:1784]
ShooterGame.exe!UWorld::Tick() (0x0000000140094f74) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\leveltick.cpp:1073]
ShooterGame.exe!UGameEngine::Tick() (0x000000013ffc4c4b) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\engine\private\gameengine.cpp:944]
ShooterGame.exe!FEngineLoop::Tick() (0x000000013f138579) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:2334]
ShooterGame.exe!GuardedMain() (0x000000013f132c3c) + 0 bytes [f:\ue4\unrealengine\engine\source\runtime\launch\private\launch.cpp:139]
ShooterGame.exe!GuardedMainWrapper() (0x000000013f139a5a) + 5 bytes [f:\ue4\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
ShooterGame.exe!WinMain() (0x000000013f139b88) + 8 bytes [f:\ue4\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:209]
ShooterGame.exe!__tmainCRTStartup() (0x0000000141128811) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
kernel32.dll!UnknownFunction (0x0000000076d15a4d) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x0000000076f4b831) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x0000000076f4b831) + 0 bytes [UnknownFile:0]

I have a feeling either is an item that I should not be adding or adding in general, making a transition to using custom loot crates instead.