Crash occurs when debugging blueprints when in a networked editor session.
RESULT:
Crash will eventually occur.
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() playlevel.cpp:3338 UE4Editor_UnrealEd!UEditorEngine::SpawnIntraProcessPIEWorlds() playlevel.cpp:2579 UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() playlevel.cpp:2468 UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() playlevel.cpp:1145 UE4Editor_UnrealEd!UEditorEngine::Tick() editorengine.cpp:1310 UE4Editor_UnrealEd!UUnrealEdEngine::Tick() unrealedengine.cpp:371 UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2859 UE4Editor!GuardedMain() launch.cpp:152 UE4Editor!GuardedMainWrapper() launchwindows.cpp:126 UE4Editor!WinMain() launchwindows.cpp:202 UE4Editor!__scrt_common_main_seh() exe_common.inl:264 kernel32!<Unknown> ntdll!<Unknown>
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
How does TextureRenderTarget2D get TArray<uint8> type data?
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Installer 4.10 failed with error code R-1603
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-37360 in the post.