Description

Discovered while testing Lyra project for //UE5/Main - Foundation Shelf - FAssetDataGatherer Stall Fix Smoke.

This issue is NOT dependent on the shelf and occurs without the unshelved files.

This issue is a regression as it did not repro in //UE5/Release-5.0

Repro Rate 3/3

Steps to Reproduce
  1. Sync L.yra in UE5 Main from UGS
  2. Open L.yra in the Editor
  3. Open L.yraFrontEnd level
  4. Set the Number of Players to "2" in Play menu
  5. Set the Net Mode to "Standalone"
  6. Play Lyra in Standalone Game Play Mode
  7. As Player #1, click "Play L.yra" in the Main Menu
  8. Click "Start a Game" in the Game Mode menu
  9. Set the Network to "LAN" and click "Elimination"
  10. Wait for the Player character to spawn
  11. As Player #2, click "Play L.yra" in the Main Menu
  12. Click "Browse" and wait for the Session to appear
  13. Click on the found Session to Join the Game
  14. Wait for the Warmup period to pass and play as Player #2
  15. As Player #2, navigate to a weapon spawn point and pick up the weapon
  16. Scroll to equip the new weapon

Expected Results: Player #2 can equip the weapon and continue playing

Actual Results: Player #2's standalone game instance crashes

Callstack
LoginId:184900bf40d9c6b205f09995c866a6b8
EpicAccountId:62344e78f82c454f863781e31bad191cAssertion failed: OwnerComponent->GetOwner()->HasAuthority() [File:D:\P4\UE5_Main\Samples\Games\Lyra\Source\LyraGame\Equipment\LyraEquipmentManagerComponent.cpp] [Line: 69]UnrealEditor_LyraGame!FLyraEquipmentList::AddEntry() [D:\P4\UE5_Main\Samples\Games\Lyra\Source\LyraGame\Equipment\LyraEquipmentManagerComponent.cpp:69]
UnrealEditor_LyraGame!ULyraQuickBarComponent::EquipItemInSlot() [D:\P4\UE5_Main\Samples\Games\Lyra\Source\LyraGame\Equipment\LyraQuickBarComponent.cpp:100]
UnrealEditor_LyraGame!ULyraQuickBarComponent::SetActiveSlotIndex_Implementation() [D:\P4\UE5_Main\Samples\Games\Lyra\Source\LyraGame\Equipment\LyraQuickBarComponent.cpp:145]
UnrealEditor_LyraGame!ULyraQuickBarComponent::execSetActiveSlotIndex() [D:\P4\UE5_Main\Samples\Games\Lyra\Intermediate\Build\Win64\UnrealEditor\Inc\LyraGame\UHT\LyraQuickBarComponent.gen.cpp:88]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5929]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2014]
UnrealEditor_LyraGame!ULyraQuickBarComponent::SetActiveSlotIndex() [D:\P4\UE5_Main\Samples\Games\Lyra\Intermediate\Build\Win64\UnrealEditor\Inc\LyraGame\UHT\LyraQuickBarComponent.gen.cpp:109]
UnrealEditor_LyraGame!ULyraQuickBarComponent::CycleActiveSlotBackward() [D:\P4\UE5_Main\Samples\Games\Lyra\Source\LyraGame\Equipment\LyraQuickBarComponent.cpp:80]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5929]
UnrealEditor_CoreUObject!UObject::CallFunction() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1023]
UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2976]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1093]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:923]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1154]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1093]
UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1181]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5929]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2014]
UnrealEditor_GameplayAbilities!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() [D:\P4\UE5_Main\Engine\Source\Runtime\Core\Public\UObject\ScriptDelegates.h:493]
UnrealEditor_GameplayAbilities!UAbilityTask_WaitGameplayEvent::GameplayEventContainerCallback() [D:\P4\UE5_Main\Engine\Plugins\Runtime\GameplayAbilities\Source\GameplayAbilities\Private\Abilities\Tasks\AbilityTask_WaitGameplayEvent.cpp:55]
UnrealEditor_GameplayAbilities!UAbilityTask_WaitGameplayEvent::GameplayEventCallback() [D:\P4\UE5_Main\Engine\Plugins\Runtime\GameplayAbilities\Source\GameplayAbilities\Private\Abilities\Tasks\AbilityTask_WaitGameplayEvent.cpp:47]
UnrealEditor_GameplayAbilities!TBaseUObjectMethodDelegateInstance<0,UAbilityTask_WaitGameplayEvent,void __cdecl(FGameplayEventData const *),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\P4\UE5_Main\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:611]
UnrealEditor_GameplayAbilities!UAbilitySystemComponent::HandleGameplayEvent() [D:\P4\UE5_Main\Engine\Plugins\Runtime\GameplayAbilities\Source\GameplayAbilities\Private\AbilitySystemComponent_Abilities.cpp:2248]
UnrealEditor_GameplayAbilities!UAbilitySystemBlueprintLibrary::SendGameplayEventToActor() [D:\P4\UE5_Main\Engine\Plugins\Runtime\GameplayAbilities\Source\GameplayAbilities\Private\AbilitySystemBlueprintLibrary.cpp:29]
UnrealEditor_GameplayAbilities!UAbilitySystemBlueprintLibrary::execSendGameplayEventToActor() [D:\P4\UE5_Main\Engine\Plugins\Runtime\GameplayAbilities\Intermediate\Build\Win64\UnrealEditor\Inc\GameplayAbilities\UHT\AbilitySystemBlueprintLibrary.gen.cpp:851]
UnrealEditor_CoreUObject!UObject::execCallMathFunction() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:956]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1093]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:923]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1154]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1093]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:923]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1154]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1093]
UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1181]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5929]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\P4\UE5_Main\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2014]
UnrealEditor_Engine!AActor::ProcessEvent() [D:\P4\UE5_Main\Engine\Source\Runtime\Engine\Private\Actor.cpp:1038]
UnrealEditor_EnhancedInput!FEnhancedInputActionEventDelegateBinding<FEnhancedInputActionHandlerDynamicSignature>::Execute() [D:\P4\UE5_Main\Engine\Plugins\EnhancedInput\Source\EnhancedInput\Public\EnhancedInputComponent.h:284]
UnrealEditor_EnhancedInput!UEnhancedPlayerInput::ProcessInputStack() [D:\P4\UE5_Main\Engine\Plugins\EnhancedInput\Source\EnhancedInput\Private\EnhancedPlayerInput.cpp:419]
UnrealEditor_Engine!APlayerController::ProcessPlayerInput() [D:\P4\UE5_Main\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:2625]
UnrealEditor_Engine!APlayerController::TickPlayerInput() [D:\P4\UE5_Main\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:4778]
UnrealEditor_Engine!APlayerController::PlayerTick() [D:\P4\UE5_Main\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:2236]
UnrealEditor_ModularGameplayActors!AModularPlayerController::PlayerTick() [D:\P4\UE5_Main\Samples\Games\Lyra\Plugins\ModularGameplayActors\Source\ModularGameplayActors\Private\ModularPlayerController.cpp:40]
UnrealEditor_LyraGame!ALyraPlayerController::PlayerTick() [D:\P4\UE5_Main\Samples\Games\Lyra\Source\LyraGame\Player\LyraPlayerController.cpp:57]
UnrealEditor_Engine!APlayerController::TickActor() [D:\P4\UE5_Main\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:4930]
UnrealEditor_Engine!FActorTickFunction::ExecuteTick() [D:\P4\UE5_Main\Engine\Source\Runtime\Engine\Private\Actor.cpp:200]
UnrealEditor_Engine!FTickFunctionTask::DoTask() [D:\P4\UE5_Main\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:284]
UnrealEditor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\P4\UE5_Main\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\P4\UE5_Main\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:761]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\P4\UE5_Main\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:650]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\P4\UE5_Main\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2177]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\P4\UE5_Main\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:565]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\P4\UE5_Main\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1592]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\P4\UE5_Main\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:790]
UnrealEditor_Engine!UWorld::Tick() [D:\P4\UE5_Main\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1527]
UnrealEditor_Engine!UGameEngine::Tick() [D:\P4\UE5_Main\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1841]
UnrealEditor!FEngineLoop::Tick() [D:\P4\UE5_Main\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5249]
UnrealEditor!GuardedMain() [D:\P4\UE5_Main\Engine\Source\Runtime\Launch\Private\Launch.cpp:186]
UnrealEditor!GuardedMainWrapper() [D:\P4\UE5_Main\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\P4\UE5_Main\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\P4\UE5_Main\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01\_work\12\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll 

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Fixed
ComponentUE - Gameplay - Input
Affects Versions5.1
Target Fix5.1
Fix Commit20906054
Main Commit20906054
CreatedApr 5, 2022
ResolvedJun 30, 2022
UpdatedAug 11, 2022