Description

A crash occurs when switching back and forth between levels when using seamless travel. This happens if a multicast was called and if it contains a member variable.

Steps to Reproduce
  1. Download the attached project
  2. Open the project
  3. Open the advanced play settings
  4. Set the number of players to 2
  5. Uncheck "Use Single Process"
  6. Set "Editor Multiplayer Mode" to "Play As Listen Server"
  7. Play in Stand alone
  8. Click one of the windows to insure that they are focused
  9. Press the 'j' key to call the multicast custom event
  10. Press the '2' key to change maps (to level 2)
  11. Press the '1' key to change maps (to level 1)

Result: The Standalone windows will crash when navigating back to the first map
Expected: The levels would change back and forth with no issues

Callstack
Fatal error: [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp] [Line: 196] UBlueprintGeneratedClass::GetAuthoritativeClass: ClassGeneratedBy is null. class '/Game/Map1.Map1_C'

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419]
UE4Editor_Engine!UBlueprintGeneratedClass::GetAuthoritativeClass() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:196]
UE4Editor_UnrealEd!FMemberReference::ResolveMember<UFunction>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\classes\engine\memberreference.h:319]
UE4Editor_UnrealEd!`anonymous namespace'::FixOverriddenEventSignature() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:6167]
UE4Editor_UnrealEd!FBlueprintEditorUtils::ConformImplementedEvents() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:6238]
UE4Editor_Engine!UBlueprint::PostLoad() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\blueprint.cpp:775]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:994]
UE4Editor_CoreUObject!FAsyncPackage::PostLoadObjects() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:6281]
UE4Editor_CoreUObject!FAsyncPackage::TickAsyncPackage() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:5545]
UE4Editor_CoreUObject!FAsyncLoadingThread::ProcessAsyncLoading() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:4468]
UE4Editor_CoreUObject!FAsyncLoadingThread::TickAsyncThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:4979]
UE4Editor_CoreUObject!FAsyncLoadingThread::TickAsyncLoading() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:4714]
UE4Editor_CoreUObject!ProcessAsyncLoading() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:6873]
UE4Editor_CoreUObject!StaticTick() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:489]
UE4Editor_Engine!UGameEngine::Tick() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\gameengine.cpp:1220]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3339]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

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Won't Fix
ComponentUE - Gameplay - Blueprint
Affects Versions4.19.1
CreatedApr 20, 2018
ResolvedAug 18, 2021
UpdatedAug 18, 2021