Hey, my game now crashes, changing the map when I play in multiplayer (listen server) but only when the game is packaged or when I launch it from from the project file (I have also tried with other people with Steam).
The game is completely playable directly on Unreal engine.
I tried multiple maps but it always crashes when I change maps with other players, I tried DirectX11 but that didn’t change anything.
The Listen Server/Host crashes but the client still loads the map but their player doesn’t spawn for like 30 seconds and then they go back to the main menu.
I use Travel Map, Advanced Session Plugin + Steam sessions
Here’s the error :
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
UnrealEditor_Engine!FSceneInterface::UpdateAllPrimitiveSceneInfos() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\SceneInterface.cpp:16]
UnrealEditor_Engine!`UpdateAllPrimitiveSceneInfosForScenes'::`5'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:172]
UnrealEditor_Engine!TEnqueueUniqueRenderCommandType<`UpdateAllPrimitiveSceneInfosForScenes'::`5'::UpdateAllPrimitiveSceneInfosCmdName,`UpdateAllPrimitiveSceneInfosForScenes'::`5'::<lambda_1> >::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:209]
UnrealEditor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<`UpdateAllPrimitiveSceneInfosForScenes'::`5'::UpdateAllPrimitiveSceneInfosCmdName,`UpdateAllPrimitiveSceneInfosForScenes'::`5'::<lambda_1> > >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1266]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:411]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:537]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]