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
Expected Results: Player #2 can equip the weapon and continue playing
Actual Results: Player #2's standalone game instance crashes
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
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-148305 in the post.
0 |
Component | UE - Gameplay - Input |
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Affects Versions | 5.1 |
Target Fix | 5.1 |
Created | Apr 5, 2022 |
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Resolved | Jun 30, 2022 |
Updated | Aug 11, 2022 |