Initializing TcpMessaging bridge
Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
FUdpSocketBuilder: Failed to bind UdpMessageMulticastSocket to 0.0.0.0:6666. Error code 3.
Hey @JPMcWhiskers! Make sure to put this on the bugreport forum as well!
It sounds like an IT issue, since itās having an issue with the IP address. Try setting an exclusion in your firewall, or maybe going into your network settings and allowing access for the program before starting it? Strange though, it shouldnāt NEED internet.
Sorry I couldnāt help more, but you might find more help on the bugreport forum. As 5.1 isnāt technically released yet we need all the feedback we can get to make sure 5.1 is as stable as possible on release!
Hey thanks for the reply! I painstakingly added a bunch of exclusions in the windows firewall but to no avail. Then I got your message and it dawned on me to try and run 5.1.0 preview 2 without internet. So I unplugged my ethernet and ā¦ It ran?
Normally I would say just make a new post with the āBugā tag along with troubleshooting, but since you now have access, use the UE5 editor. You can go to āhelp > Bug reportā and it will pull up a webpage you can use to put in your info! Iād put in that error message from your first post, for sure!
The irony of this situation is that when I do re-connect the ethernet, UE-5.1.0 crashes as soon as a connection is made.
Upon digging a bit further, I went and disabled āEnable transportā in the UDP section of the project settings. This allowed me to reconnect my ethernet cable. The editor still crashes when I have internet and try to open it regularly, however.
Do you know what ports I might need to open for āEnable Transportā to work, or what āEnable Transportā does and how I might troubleshoot this? It looks like that option is whatās making this crash.
Hmm. Strange. As far as Iām aware it should be port6666, but that guess is only from looking at the log you gave. Itās either that or port7777 from what Iām seeing but I could be completely wrong.
Iāve connected my computer to a completely different network and disabled my windows firewall completely to no avail. The only work around is to disable my network adapter (Or unplug) and then start the editor. The only way I can keep working without crashing is to uncheck āDisable Transportā
Anything else you can think of that might help me out?
So this is the best I can do:
Unplug your ethernet, start the 5.1.0 Editor.
Create a new project
In that project open your plugins: disable UDP Messenging
Now you can open that project without disconnecting your internet.
2/ Remove Engine.ini in C:\Users\yourname\AppData\Local\UnrealEngine\5.1\Saved\Config\WindowsEditor
When you will launch UE again, the Engine.ini will be regenerated with the port 50000 instead of 6666 for the parameter MulticastEndpoint. It should allow you to launch UE without crashing.
Deliverator!!! Thank you for this solution! Yes, this works. If you care to, can you maybe tell me what you did to figure this out? How did you know the port was the issue? Iāve clearly got a lot to learn about what happens when the Unreal Editor loads.
Thank you so much for this. My solution was a pain in the butt.
Hey there Iām having this error but itās happening in UEFN any solutions for this one?
I already tried the solution that is in this post but it did not work for UEFN.
Here is the exact crash error Iām facing:
Same hereā¦ I save often now because I know theres a 1/5 chance when I press play it will hang for 2 seconds and crash with the Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000 error. It never happens if Iām disconnected from the internet however. Just creates an awful experience for me.