The unpossessd controller will not be removed from UWorld::ControllerList unless destroyed. This causes null access to the ControllerList when GC occurs during seamless travel execution. The unpossessed controller belonging to sublevel is the target. The way to avoid this is to intentionally destroy before seamless travel, or following code.
FSeamlessTravelHandler::Tick
・Before
for( FConstControllerIterator Iterator = CurrentWorld->GetControllerIterator(); Iterator; ++Iterator ) { AController* Player = Iterator->Get(); if (Player->PlayerState || Cast<APlayerController>(Player) != nullptr) { KeepAnnotation.Set(Player); } }
・After
for( FConstPlayerControllerIterator Iterator = CurrentWorld->GetPlayerControllerIterator(); Iterator; ++Iterator ) { APlayerController* Player = Iterator->Get(); if (Player != nullptr) { KeepAnnotation.Set(Player); } }
[Step]
1. player1 create session.
2. player2 joins the session.
3. Spawn AIPawn with Owner at sublevel.
4. SpawnDefaultController for Pawn.
5. Unpossess for Pawn.
6. player1 execute seamless travel.
Result:
Crash on server
expect:
Succeeded seamless travel
[Attached project repro step]
1. Packaging attached project.
2. Player1 input 1key (create session)
3. Player2 input 2key->3key (find session -> join session)
4. Before matching, player1 input 1key (server travel)
・Server callstack
SeamlessTravel.exe!FSeamlessTravelHandler::Tick() Line 5655 C++ SeamlessTravel.exe!UEngine::TickWorldTravel(FWorldContext & Context, float DeltaSeconds) Line 11670 C++ SeamlessTravel.exe!UGameEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1354 C++ SeamlessTravel.exe!FEngineLoop::Tick() Line 3699 C++ [Inline Frame] SeamlessTravel.exe!EngineTick() Line 62 C++ SeamlessTravel.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 174 C++ SeamlessTravel.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 262 C++ [External Code]
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How does UMG set overlapping layouts?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-71319 in the post.
0 |
Component | UE - Gameplay |
---|---|
Affects Versions | 4.20, 4.21 |
Target Fix | 4.22 |
Created | Mar 9, 2019 |
---|---|
Resolved | Mar 12, 2019 |
Updated | Mar 27, 2019 |