[Crash] On Call UGameInstance::RemoveLocalPlayer On remote client side, UE4.7.3

Hello Epic Staff,

When I’m attempting to remove some local player on remote client side when I’m on spltscreen.

Steps to reproduce:

1.- Create a Listen server game.

2.- Join to game.

3.- Create player using DebugCreatePlayer 1 on remote client side.

4.- Observe Splitscreen on remote client.

5.- Call DebugRemovePlayer 1 on remote client side.

6a.- On untouched third person template observe how remote client side screen turns black.

6b.- On advanced projects with widget logics and mouse on screen observe engine crash.

callstack seems like a problem on get mouse position on non existent viewport:
Access violation - code c0000005 (first/second chance not available)

UE4Editor_Engine!UGameViewportClient::GetMousePosition() + 10 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gameviewportclient.cpp:464]
UE4Editor_Engine!APlayerController::TickPlayerInput() + 260 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\playercontroller.cpp:3695]
UE4Editor_Engine!APlayerController::PlayerTick() + 75 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\playercontroller.cpp:2045]
UE4Editor_Engine!APlayerController::TickActor() + 702 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\playercontroller.cpp:3801]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() + 580 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:119]
UE4Editor_Engine!FTickTaskSequencer::FTickFunctionTask::DoTask() + 214 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:322]
UE4Editor_Engine!TGraphTask::ExecuteTask() + 445 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:671]
UE4Editor_Core!FTaskThread::ProcessTasks() + 3125 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:428]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() + 77 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:271]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() + 511 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:984]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() + 367 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:188]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() + 432 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:187]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() + 1182 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:722]
UE4Editor_Engine!UWorld::RunTickGroup() + 102 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:696]
UE4Editor_Engine!UWorld::Tick() + 2971 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:1114]
UE4Editor_Engine!UGameEngine::Tick() + 1453 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gameengine.cpp:830]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

I hope staff resolve this problem soon. At moment remote client side can´t clean splitscreens.

Thanks in advance.

Hi ganoncl,

I’m looking into this now. I was able to reproduce in 4.7.3, and I’m checking our internal build shortly.

Hello someone can check this problem?

Hey ganoncl,

I was able to reproduce this issue in 4.7.3, but it appears to already be fixed in our main internal build. fix should be included in a future release, probably 4.8. Thanks for your report! Please let us know if you have trouble with this again after 4.8 release.

Thanks , I’ll check problem on future release.