Hi! I recently tested my project over network (I hadn’t tested it over network in a little while, but not done anything that would interfere with clientside stuff) and suddenly found some serious problems.
First, there’s extreme jittery-ness with physics objects as they are moved about that wasn’t there before. It may be a problem in 4.9, since I didn’t do a lot of network testing in 4.9 yet, this problem certainly wasn’t happening in 4.8 but I’m not sure if it’s version or something else.
On top of that, my game crashes instantly when I try to perform certain actions that didn’t have problems before (namely, “chopping in half” my log object and having it spawn a new one) and gives this error message:
Unknown exception - code 00000001 (first/second chance not available)
"Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 678]
Array index out
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_Engine!USceneComponent::OnComponentDestroyed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\scenecomponent.cpp:664]
UE4Editor_Engine!UActorComponent::DestroyComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\actorcomponent.cpp:944]
UE4Editor_Engine!UActorChannel::ReadContentBlockHeader() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\datachannel.cpp:2551]
UE4Editor_Engine!UActorChannel::ProcessBunch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\datachannel.cpp:1967]
UE4Editor_Engine!UActorChannel::ReceivedBunch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\datachannel.cpp:1897]
UE4Editor_Engine!UChannel::ReceivedSequencedBunch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\datachannel.cpp:270]
UE4Editor_Engine!UChannel::ReceivedNextBunch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\datachannel.cpp:614]
UE4Editor_Engine!UChannel::ReceivedRawBunch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\datachannel.cpp:354]
UE4Editor_Engine!UNetConnection::ReceivedPacket() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\netconnection.cpp:1044]
UE4Editor_Engine!UNetConnection::ReceivedRawPacket() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\netconnection.cpp:495]
UE4Editor_OnlineSubsystemUtils!UIpNetDriver::TickDispatch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:174]
UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void cdecl(float)>::ExecuteIfSafe() [d:\buildfarm\buildmachine++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:772]
UE4Editor_Engine!TBaseMulticastDelegate::Broadcast() [d:\buildfarm\buildmachine++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:809]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:1062]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorengine.cpp:1347]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2428]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
There’s a lot of weirdness to this. First off, folder that it references (D:\BuildFarm) I can’t find at all on my drive, in fact my D drive’s UE4 folder is totally empty (I have my stuff on my F drive, though at one point something was on D)
other strange thing is I looked up crash and only found two other posts with this crash.
Both of which were all about lighting issues causing crashes. However, top one for example has exact same assertion failed statement, same folder, same line (678), as my crash. But my crash has nothing to do with lighting, as far as I know - my world has a day/night cycle so I don’t use static lighting and I never build lighting. And it’s really weird because it only occurs in multiplayer or when I use dedicated server option, otherwise it works fine. proposed solutions that seemed to have worked for other posters involved clearing SwarmAgent cache, but I don’t know how to do that - I followed same path as what they showed on A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums page, but cache file just isn’t there. I’m still doubtful that it’s even issue at hand, but I would like to be able to clear cache just in case.
I’m going to sleep now so I’ll do some further investigation of issue tomorrow, but this is all a little bizarre, considering it’s not just crash that’s problem but also jittery laggy physics objects and possibly more issues I haven’t tested yet. If anyone knows how to clear cache or has advice as to what might be able to stop this from happening, that would be very helpful.