Hey all - I am following every UE4 Perforce tutorial there is out there - but initially setup with the docs from UE4 as my guide… I am able to use a server on my network as Perforce Server, and connect to it both on my local network from home, as well my other members from external computers (from the web). They are able to get all files in the depot… so Perforce server is working fine (verified).
However I’m trying now to connect Perforce as a source control inside UE4. . . even from a blank project (with Perforce Client installed onto Windows7) it crashes instantly when selecting Perforce in the source control options. If I UNINSTALL perforce, it wont crash immediately, allowing me to put in connection information. When I put in this information - it crashes UE4… I’m stumped. I’ve been over a TON of google searches and forum posts - all talking about this same very subject… most answers aren’t even replied to on Answerhub regarding this very topic.
Any one got a solution?
ERRORCODE:
Stack overflow - code c00000fd (first/second chance not available)
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LavasoftTcpService64
LavasoftTcpService64
ws2_32
ws2_32
UE4Editor_PerforceSourceControl!NetTcpSelector::Select()
UE4Editor_PerforceSourceControl!NetTcpTransport::SendOrReceive()
UE4Editor_PerforceSourceControl!NetBuffer::Receive()
UE4Editor_PerforceSourceControl!RpcTransport::Receive()
UE4Editor_PerforceSourceControl!Rpc::DispatchOne()
UE4Editor_PerforceSourceControl!Rpc::Dispatch()
UE4Editor_PerforceSourceControl!Rpc::Dispatch()
UE4Editor_PerforceSourceControl!Client::WaitTag()
UE4Editor_PerforceSourceControl!Client::RunTag()
UE4Editor_PerforceSourceControl!Client::Run()
UE4Editor_PerforceSourceControl!ClientApi::Run()
UE4Editor_PerforceSourceControl!FPerforceConnection::RunCommand()
UE4Editor_PerforceSourceControl!FPerforceConnection::EstablishConnection()
UE4Editor_PerforceSourceControl!FPerforceConnection::FPerforceConnection()
UE4Editor_PerforceSourceControl!FScopedPerforceConnection::Initialize()
UE4Editor_PerforceSourceControl!FPerforceGetWorkspacesWorker::Execute()
UE4Editor_PerforceSourceControl!FPerforceSourceControlCommand::DoThreadedWork()
UE4Editor_Core!FQueuedThread::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\hal\threadingbase.cpp:400]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]