Why does my dedicated server crashes when loading a map that uses the water plugin?

I think you’re going to have to make an engine change to make it work with editor binaries.

Looks to me like the best spot is in WaterBodyComponent.cpp in UWaterBodyComponent::UpdateWaterInfoMeshComponents.

Add in a dedicated server check that returns out of the function before it gets to the meshbuilder call.

Also would be a good idea to report the issue in the bug tracker.

2 Likes