This Jira was created from CrashReports submitted by the public due to the high number of occurrences.
Error message:
Assertion failed: Package->IsFullyLoaded() [Link Removed] [Line: 2296]
Source Context:
2286 UE_LOG(LogNetPackageMap, Error, TEXT("GetObjectFromNetGUID: Package is not fully loaded, but isn't async loading! Path: %s, NetGUID: %s"), *CacheObjectPtr->PathName.ToString(), *NetGUID.ToString()); 2287 } 2288 2289 return NULL; 2290 } 2291 else 2292 { 2293 // If package isn't fully loaded, flush async loading now 2294 FlushAsyncLoading(); 2295 check(Package->IsFullyLoaded()); 2296 } 2297 } 2298 } 2299 2300 ***** if ( CacheObjectPtr->NetworkChecksum != 0 && !CVarIgnoreNetworkCheckumMismatch.GetValueOnGameThread() ) 2301 { 2302 const uint32 NetworkChecksum = GetNetworkChecksum( Object ); 2303 2304 if ( CacheObjectPtr->NetworkChecksum != NetworkChecksum ) 2305 { 2306 if ( NetworkChecksumMode == NETCHECKSUM_SaveAndUse ) 2307 { 2308 UE_LOG( LogNetPackageMap, Warning, TEXT( "GetObjectFromNetGUID: Network checksum mismatch. FullNetGUIDPath: %s, %u, %u" ), *FullNetGUIDPath( NetGUID ), CacheObjectPtr->NetworkChecksum, NetworkChecksum ); 2309 2310 CacheObjectPtr->bIsBroken = true; 2311 return NULL; 2312 } 2313 else 2314 { 2315 UE_LOG( LogNetPackageMap, Verbose, TEXT( "GetObjectFromNetGUID: Network checksum mismatch. FullNetGUIDPath: %s, %u, %u" ), *FullNetGUIDPath( NetGUID ), CacheObjectPtr->NetworkChecksum, NetworkChecksum
Most recent user affected CL: 3013449
Logs:
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Related Issues: [Link Removed]
UE4Editor_Engine!FNetGUIDCache::GetObjectFromNetGUID() packagemapclient.cpp:2301 UE4Editor_Engine!UPackageMapClient::InternalLoadObject() packagemapclient.cpp:785 UE4Editor_Engine!UPackageMapClient::InternalLoadObject() packagemapclient.cpp:678 UE4Editor_Engine!UPackageMapClient::ReceiveNetGUIDBunch() packagemapclient.cpp:989 UE4Editor_Engine!UChannel::ReceivedRawBunch() datachannel.cpp:303 UE4Editor_Engine!UNetConnection::ReceivedPacket() netconnection.cpp:1101 UE4Editor_Engine!UNetConnection::ReceivedRawPacket() netconnection.cpp:556 UE4Editor_OnlineSubsystemUtils!UIpNetDriver::TickDispatch() ipnetdriver.cpp:203 UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl() delegateinstancesimpl_variadics.inl:852 UE4Editor_Engine!TBaseMulticastDelegate<void,float>::Broadcast() delegatesignatureimpl_variadics.inl:921 UE4Editor_Engine!UWorld::Tick() leveltick.cpp:1107 UE4Editor_UnrealEd!UEditorEngine::Tick() editorengine.cpp:1349 UE4Editor_UnrealEd!UUnrealEdEngine::Tick() unrealedengine.cpp:368 UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2775 UE4Editor!GuardedMain() launch.cpp:148 UE4Editor!GuardedMainWrapper() launchwindows.cpp:126 UE4Editor!WinMain() launchwindows.cpp:200 UE4Editor!__scrt_common_main_seh() exe_common.inl:264 kernel32!<Unknown> ntdll!<Unknown>
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-32568 in the post.
4 |
Component | UE - Networking |
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Affects Versions | 4.10, 4.11, 4.12 |
Target Fix | 4.16 |
Fix Commit | 3392446 |
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Created | Jun 28, 2016 |
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Resolved | Apr 13, 2017 |
Updated | May 15, 2017 |