Developer Notes

This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.

Description

When game is built with Nativize Blueprint and the client who is connected to a host tries to server travel along with the host, a assert is hit.

Steps to Reproduce
  1. Create new C++ Project
  2. Add following to DefaultEngine.ini
    [/Script/Engine.GameEngine]
    +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
    
    [OnlineSubsystem]
    DefaultPlatformService=Steam
    
    [OnlineSubsystemSteam]
    bEnabled=true
    SteamDevAppId=480
    
    [/Script/OnlineSubsystemSteam.SteamNetDriver]
    NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
    
  3. Create two maps and save them
  4. Follow attached Blueprint screenshot in Character Blueprint class
  5. Build project as Windows 64bit and with Nativized Blueprints on.
  6. Run built project on a separate computer
  7. Press "J" to create session
  8. Run Project through Visual Studio as Debug Client
  9. Press "K" to join running session on separate computer
  10. On separate computer, press "M" to server travel
  11. On computer running Visual Studio, press "M" to server travel

RESULT:

Client hit assert when trying to use server travel:

 check(Ret != EBrowseReturnVal::Pending); // server travel should never create a pending net game

UnrealEngine.cpp : Line 9052

EXPECTED:

Client is able to server travel to host

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Won't Fix
ComponentNetworking
Affects Versions4.12.5
CreatedAug 11, 2016
ResolvedFeb 17, 2017
UpdatedApr 27, 2018