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)
Result:
Ensure shown in callstack field is triggered on exit
Expected:
PIE exits smoothly without ensure
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
Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Networking |
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Affects Versions | 4.15.1, 4.16 |
Target Fix | 4.19 |
Fix Commit | 3726561 |
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Main Commit | 3802705 |
Created | Mar 22, 2017 |
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Resolved | Oct 30, 2017 |
Updated | Dec 20, 2017 |