When a level's blueprint contains a multicast function with a parameter, Server Traveling to that level, triggering the multicast, Server Traveling to another level and then back to the level that had the multicast called on it will trigger a crash with the following error:
206]LogWindows:Error: Fatal error: [Link Removed] [Line: 5431]
[206]LogWindows:Error: Package /Game/LevelA was reloaded before it even closed the linker from a previous load. Seems like a waste of time eh?
Result: The game will crash with the error message in the description
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
How can i modify the param name in EQS node
Hey, why do i get this when i snap two similar meshes together?
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?
Head over to the existing Questions & Answers thread and let us know what's up.
9 |
Component | UE - Networking |
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Affects Versions | 4.16 |
Target Fix | 4.18 |
Created | Jul 5, 2017 |
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Resolved | Oct 3, 2017 |
Updated | Oct 3, 2017 |