Recently we updated to 4.11 to take advantage of some of the new features and I kept a back up of 4.10 after a few successful runs 4.11 worked fine so I decided to delete the backup of 4.10. ( I regret This Now.) Everything worked fine at the start but then my computer shut off after restarting Multiplayer and online subsystems have never worked. I have wiped every thing reinstall unreal engine anything you can possibly think and multiplayer seems to connect then either the server or the client crashes. I have read extensively through the crash logs and can’t find anything that would cause this problem. I did manage to dig up an old development package that was for 4.10 from a several months ago and multiplayer works fine in it. So I decided to cut my losses and just take the content out of it and redo a couple months work. I installed 4.10.4 and tried to get the files from the 4.10.4 package but unreal would not accept them. I do have a working version of the game in 4.11 but multiplayer will NOT WORK. I don’t think anyone could come up with a way to fix it. IT JUST WON’T WORK PERIOD. Sometimes it will connect but the game will be unplayable and again this only happens in 4.11. I really don’t want to have to remake my game from scratch especially when it iis almost done and we already have it submitted on greenlight. I will submit some various error reports below. This is really important. I NEED HELP BAD!!!
To sum it up basically 4.10.4 worked great I updated an to 4.11 and virtually everything related to networking no longer works I have remade countless blueprints. Also when a player crates a session is seems like it creates two because it pops up the same session twice on the person trying to connect.
Crash that occurs when client connect to server through OnlineSubstytem set at NULL: Log file open, 04/07/16 00:51:05LogInit:Display: Running engine for game: Tank - Pastebin.com
I had some problems replicating the server crash because it is rare for it to happen it always happens on the client though. I have read through this and I don’t see any way to fix this.
Here is an image of the code that runs when a session is created and joined.
Sorry for the messy code I kind of had to glob everything together. This is being ran in the controller blueprint. Again this worked fine in 4.10.4