Description

When "Use Single Process" and "Use Less CPU when in Background" are checked off, running a dedicated server in PIE will cause an ensure on exit

Regression:
Yes - Behavior does not occur in binary 4.14.3 (CL3249277)

Steps to Reproduce
  1. Open UE4 Editor
  2. Open Editor Preferences
  3. Navigate to General->Miscellaneous->Performance
  4. Uncheck "Use Less CPU when in Background"
  5. Navigate to Level Editor->Play
  6. Make the following changes
    • Set Number of Players to 2
    • Uncheck "Use Single Process"
    • Set Editor Multiplayer Mode to "Play As Client"
  7. PIE
  8. After both clients load, navigate back to the editor window
  9. Press Escape or use Stop button to end PIE

Result:
Ensure shown in callstack field is triggered on exit

Expected:
PIE exits smoothly without ensure

Callstack
LogOutputDevice:Error: === Handled ensure: ===
LogOutputDevice:Error: Ensure condition failed: NewObject->IsA(this->GeneratedClass) [File:D:\Workspaces\DWilson_Main\Engine\Source\Runtime\Engine\Private\Blueprint.cpp] [Line: 832]
LogOutputDevice:Error: Type mismatch: Expected ThirdPersonExampleMap_C, Found ThirdPersonExampleMap_C
LogOutputDevice:Error: Stack: 
LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\workspaces\dwilson_main\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\workspaces\dwilson_main\engine\source\runtime\core\private\misc\assertionmacros.cpp:233]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\workspaces\dwilson_main\engine\source\runtime\core\private\misc\assertionmacros.cpp:360]
LogOutputDevice:Error: UE4Editor-Engine.dll!UBlueprint::SetObjectBeingDebugged() [d:\workspaces\dwilson_main\engine\source\runtime\engine\private\blueprint.cpp:828]
LogOutputDevice:Error: UE4Editor-Engine.dll!UWorld::TransferBlueprintDebugReferences() [d:\workspaces\dwilson_main\engine\source\runtime\engine\private\world.cpp:1842]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::TeardownPlaySession() [d:\workspaces\dwilson_main\engine\source\editor\unrealed\private\playlevel.cpp:732]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::EndPlayMap() [d:\workspaces\dwilson_main\engine\source\editor\unrealed\private\playlevel.cpp:318]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [d:\workspaces\dwilson_main\engine\source\editor\unrealed\private\editorengine.cpp:1884]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [d:\workspaces\dwilson_main\engine\source\editor\unrealed\private\unrealedengine.cpp:391]
LogOutputDevice:Error: UE4Editor.exe!FEngineLoop::Tick() [d:\workspaces\dwilson_main\engine\source\runtime\launch\private\launchengineloop.cpp:3079]
LogOutputDevice:Error: UE4Editor.exe!GuardedMain() [d:\workspaces\dwilson_main\engine\source\runtime\launch\private\launch.cpp:166]
LogOutputDevice:Error: UE4Editor.exe!GuardedMainWrapper() [d:\workspaces\dwilson_main\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
LogOutputDevice:Error: UE4Editor.exe!WinMain() [d:\workspaces\dwilson_main\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
LogOutputDevice:Error: UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
LogOutputDevice:Error: kernel32.dll!0x0000000076DE59CD
LogOutputDevice:Error: ntdll.dll!0x000000007701A561

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

1
Login to Vote

Cannot Reproduce
ComponentUE - Networking
Affects Versions4.15.14.16
Target Fix4.19
Fix Commit3726561
Main Commit3802705
CreatedMar 22, 2017
ResolvedOct 30, 2017
UpdatedDec 20, 2017