Description

Crash when Removing and adding players on client. If the user adds a player to the client and then removes that player and then adds another one. This appears to crash the editor

Steps to Reproduce
  1. Open the editor
  2. Open the level blueprint
  3. Create the blueprint in the attached image
  4. set PIE to play with 2 players
  5. Play in editor
  6. On the client - Press 'F' (To remove player)
  7. On the Client - Press 'G' (To add player)
  8. Repeat adding and removing until you have 4 players in the viewport
  9. Delete and add a player in the New Editor Window
  10. Notice the editor crashes

Expected: The user would continue to add and remove players
Result: The editor crashes

Callstack
MachineId:E74C21034048BDD873CC6C9A3913CF6C
EpicAccountId:6003a092eb5e4d259eb50cf2c6e341d2

Fatal error: [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\NetConnection.cpp] [Line: 1712] 
Failed to find LocalPlayer for received PlayerController


UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_Engine!UChildConnection::HandleClientPlayer() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\netconnection.cpp:1719]
UE4Editor_Engine!APlayerController::OnActorChannelOpen() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\playercontroller.cpp:1242]
UE4Editor_Engine!UActorChannel::ProcessBunch() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\datachannel.cpp:1996]
UE4Editor_Engine!UActorChannel::ReceivedBunch() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\datachannel.cpp:1948]
UE4Editor_Engine!UChannel::ReceivedSequencedBunch() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\datachannel.cpp:272]
UE4Editor_Engine!UChannel::ReceivedNextBunch() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\datachannel.cpp:625]
UE4Editor_Engine!UChannel::ReceivedRawBunch() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\datachannel.cpp:356]
UE4Editor_Engine!UNetConnection::ReceivedPacket() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\netconnection.cpp:1056]
UE4Editor_Engine!UNetConnection::ReceivedRawPacket() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\netconnection.cpp:529]
UE4Editor_OnlineSubsystemUtils!UIpNetDriver::TickDispatch() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:176]
UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:852]
UE4Editor_Engine!TBaseMulticastDelegate<void,float>::Broadcast() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:921]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\leveltick.cpp:1097]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorengine.cpp:1356]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedengine.cpp:370]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2644]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

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Fixed
ComponentUE - Networking
Affects Versions4.11.2
Target Fix4.21
Fix Commit4324365
Main Commit4133609
Release Commit4132922
CreatedApr 26, 2016
ResolvedAug 28, 2018
UpdatedSep 19, 2018