Hi I don’t know if I am doing this the wrong way. I have a multiplayer game in which I mirrored the multiplayer shootout game blueprints. If I create the game in server and join the server with a client everything works fine but If I want to do the opposite the editor crashes, which I guess is natural. But if I want to do this in a LAN scenario I should be able to host in client and join in another client right?, if I am wrong about this last statement please let me know because I am new to this.
My game keeps crashing when, in LAN mode, I host a game in a client machine and join it in another client machine.
I am doing this running 2 PIE windows with “dedicated server” checked. Here is the crash report in case it helps somehow.
Thanks
MachineId:5FEF65C44A7445C55881568355FC7B44
EpicAccountId:765ef892018044b98d45e0e7a9bfd2ac
Access violation - code c0000005 (first/second chance not available)
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UE4Editor_Engine!UWorld::RepairWorldSettings() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\world.cpp:823]
UE4Editor_Engine!UWorld::PostLoad() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\world.cpp:591]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\obj.cpp:723]
UE4Editor_CoreUObject!StaticDuplicateObjectEx() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1693]
UE4Editor_CoreUObject!StaticDuplicateObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1553]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEWorldByDuplication() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:3455]
UE4Editor_Engine!UEngine::LoadMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\unrealengine.cpp:9457]
UE4Editor_Engine!UEngine::TickWorldTravel() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\unrealengine.cpp:8896]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1285]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll