Ue 4 network crash

Description: In version 4.7.3 when I try to play with 2 players (listen and client) engine just crash without any warnings.I tried this in version 4.6.1 and it works.This appears no matter did I open blank project,templates or my project.

Crash report: MachineId:4476D95B44BD05A486CD9B883CD9CC34
EpicAccountId:44da3c18cf514f5daab1a66266c30656

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: 0 [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\sockets\private\bsdsockets\SocketSubsystemBSDPrivate.h] [Line: 94]

KERNELBASE + 37901 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Sockets!FSocketSubsystemBSDCommon::TranslateGAIErrorCode() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\sockets\private\bsdsockets\socketsubsystembsdprivate.h:99]
UE4Editor_Sockets!FSocketSubsystemBSD::GetHostByName() + 208 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\sockets\private\bsdsockets\socketsubsystembsd.cpp:69]
UE4Editor_Sockets!ISocketSubsystem::GetLocalHostAddr() + 975 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\sockets\private\socketsubsystem.cpp:310]
UE4Editor_Sockets!ISocketSubsystem::GetLocalBindAddr() + 44 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\sockets\private\socketsubsystem.cpp:253]
UE4Editor_OnlineSubsystemUtils!UIpNetDriver::InitBase() + 720 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:109]
UE4Editor_OnlineSubsystemUtils!UIpNetDriver::InitListen() + 64 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:152]
UE4Editor_Engine!UWorld::Listen() + 384 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:3927]
UE4Editor_Engine!UGameInstance::StartPIEGameInstance() + 1537 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gameinstance.cpp:218]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() + 8708 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2861]
UE4Editor_UnrealEd!UEditorEngine::SpawnIntraProcessPIEWorlds() + 587 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2274]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() + 7122 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2227]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() + 643 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:974]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 3604 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1226]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
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]

Branch: Binary,from Unreal launcher

Build version: 4.7.3-2479750

System specs:
Operating System: Windows 7 Ultimate 64-bit Service pack 1
Processor: AMD Phenom™ II X3 720 Processor (3 CPUs), ~2.8GHz
Memory: 6144MB RAM
Card name: AMD Radeon R9 200 Series

Hi ,

I haven’t been able to reproduce a crash in 4.7.3 when using 2 players. Does editor crash, or are you packaging game and game crashes? Are you using PIE or Launch? Can you walk me through exact steps you took to get this crash? Thanks!

Editor and game crash,no matter do I use pie or launch editor always crash.

So just to confirm: using PIE with Clients set to 2 in a new Blank Blueprint project will crash editor for you?

Yes that is correct. Imgur: The magic of the Internet

Now I am building a GitHub version.

I just compiled GitHub version and a GitHub version crash too.

Hey ,

It looks like you’re getting an error when calling GetHostByName that TranslateGAIErrorCode isn’t handling and check is failing because of that. We have a bug report for that in our system already (UE-9103), and we’re working on a fix that we hope will be in 4.8.

For now, you can try adding " multihome=127.0.0.1" to your commandline (create a shortcut to Editor and add that to its Target). Otherwise, multihome needs to be IP address of server you’re connecting to. You might still have networking issues, but at least that should stop crash.

Thank you soo much.