When server traveling, client may crash due to lag while attempting to replicate object/property.
"path\to\UE4Editor.exe" "Path\to\CodeLagCrashTest.uproject" TestMap?Listen -game
"path\to\UE4Editor.exe" "Path\to\CodeLagCrashTest.uproject" 127.0.0.1 -game
Net PktLag=150 Net PktLagVariance=50
Result: After running for some amount of time (typically less than a minute), the client will crash after traveling.
Expected: Client never crashes.
Assertion failed: !ObjectNetGUID.IsDefault() && ObjectNetGUID.IsValid() UE4Editor-Engine.dll!FObjectReplicator::StartReplicating(UActorChannel * InActorChannel) Line 307 UE4Editor-Engine.dll!UActorChannel::FindOrCreateReplicator(UObject * Obj) Line 3266 UE4Editor-Engine.dll!UActorChannel::ProcessBunch(FInBunch & Bunch) Line 2242 UE4Editor-Engine.dll!UActorChannel::ReceivedBunch(FInBunch & Bunch) Line 2125 UE4Editor-Engine.dll!UChannel::ReceivedSequencedBunch(FInBunch & Bunch) Line 290 UE4Editor-Engine.dll!UChannel::ReceivedNextBunch(FInBunch & Bunch, bool & bOutSkipAck) Line 656 UE4Editor-Engine.dll!UChannel::ReceivedRawBunch(FInBunch & Bunch, bool & bOutSkipAck) Line 381 UE4Editor-Engine.dll!UNetConnection::ReceivedPacket(FBitReader & Reader) Line 1232 UE4Editor-Engine.dll!UNetConnection::ReceivedRawPacket(void * InData, int Count) Line 651 UE4Editor-OnlineSubsystemUtils.dll!UIpNetDriver::TickDispatch(float DeltaTime) Line 454 UE4Editor-Engine.dll!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe(float <Params_0>) Line 858 UE4Editor-Engine.dll!TBaseMulticastDelegate<void,float>::Broadcast(float <Params_0>) Line 937 UE4Editor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1269 UE4Editor-Engine.dll!UGameEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1159 UE4Editor.exe!FEngineLoop::Tick() Line 3143 UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 166 UE4Editor.exe!GuardedMainWrapper(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 134 UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 210
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Networking |
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Affects Versions | 4.10 |
Target Fix | 4.23 |
Created | Jan 11, 2016 |
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Resolved | Jun 11, 2019 |
Updated | Feb 27, 2020 |