Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

ServerTravel Crashes Editor

Hi All,

I've managed to setup a simple lobby system which uses the ExecuteConsoleCommand node in Blueprints.

Below is the actual error I get.

I have a simple menu that will host and find the sessions and then join the found session. I thought this maybe something to do with having the menu system still visible when switching levels but I have tried removing the widgets from parent to try this.

Strange thing is: This works perfect if you run from Packaged content.

I will continue to test and see if I can find anything on my end.

Regards Lyrical


MachineId:434299FC4CE3143EA32879A52B295769 EpicAccountId:92f931d3b2c74e1e8ec30dd537a11338

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

"Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Developer\MessageLog\Private\Model\MessageLogListingModel.cpp] [Line: 70] Critical Error Package //Game//ThirdPersonBP//Maps//L

KERNELBASE UE4Editor_Core!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95] UE4Editor_Core!FOutputDevice::Logf_VA() [d:\buildfarm\buildmachine++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144] UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355] UE4Editor_Core!FMsg::Logf_VA() [d:\buildfarm\buildmachine++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:523] UE4Editor_MessageLog!FMessageLogListingModel::AddMessageInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\developer\messagelog\private\model\messageloglistingmodel.cpp:70] UE4Editor_MessageLog!FMessageLogListingModel::AddMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\developer\messagelog\private\model\messageloglistingmodel.cpp:89] UE4Editor_Core!FMessageLog::Flush() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\logging\messagelog.cpp:188] UE4Editor_Core!FMessageLog::~FMessageLog() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\logging\messagelog.cpp:91] UE4Editor_UnrealEd!UEditorEngine::EndPlayMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\playlevel.cpp:289] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:973] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366] UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2359] UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Product Version: UE 4.8
more ▼

asked Jun 29 '15 at 09:24 AM in Blueprint Scripting

avatar image

75 7 8 11

avatar image Enlo Jun 29 '15 at 12:05 PM

I think this usually happens when you have references (inside playercontroller, playerstate,gamemode) to objects which belong to the level and cannot be "travelled" to the next map. E.g. references to objects inside the level, or (as you already mentioned) references to hud/widgets.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

I was calling some functions within the PlayerController, Having created a new application and pretty much doing the same process but skipping the calls to the PlayerController it seams to work without Crashing.

I now press the button on the UMG Widget and call the Event on the GameInstance making sure that the Event is set to Run On Server.

This seams to work at the moment.

Thank Enlo

more ▼

answered Jun 29 '15 at 03:17 PM

avatar image

75 7 8 11

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question