4.11.2 Crash when playing in editor

Hello, I’ve gotten myself in some trouble that I can’t seem to fix.

The editor crashes when I press play in editor - I can build and play just fine, no problems.

The problem occurred after I implemented a net replicated “player crouch” event, using blueprints. I tried to remove all the new code from the project, but the problem still remains.

Any ideas why this is happening would be much appreciated.

Thanks

UPDATE:

I tried to move some nodes around and this (shown in the images) is what I’m getting now. Also I’m getting an dll missing error, but after rebuilding I still get the same error.

88760-servercrouch.png

alt text

[Crash log][2]

I get this dump →

Assertion failed: Property->PropertyFlags & CPF_Net [File:D:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\RepLayout.cpp] [Line: 2209]   

UE4Editor_Core!FDebug::AssertFailed() [d:\unrealengine-release\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_Engine!FRepLayout::InitFromObjectClass() [d:\unrealengine-release\engine\source\runtime\engine\private\replayout.cpp:2211]
UE4Editor_Engine!UNetDriver::GetObjectClassRepLayout() [d:\unrealengine-release\engine\source\runtime\engine\private\networkdriver.cpp:3020]
UE4Editor_Engine!UNetDriver::FindOrCreateRepChangedPropertyTracker() [d:\unrealengine-release\engine\source\runtime\engine\private\networkdriver.cpp:3004]
UE4Editor_Engine!AActor::CallPreReplication() [d:\unrealengine-release\engine\source\runtime\engine\private\actor.cpp:900]
UE4Editor_Engine!UNetDriver::ServerReplicateActors() [d:\unrealengine-release\engine\source\runtime\engine\private\networkdriver.cpp:2245]
UE4Editor_Engine!UNetDriver::TickFlush() [d:\unrealengine-release\engine\source\runtime\engine\private\networkdriver.cpp:192]
UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [d:\unrealengine-release\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:852]
UE4Editor_Engine!TBaseMulticastDelegate<void,float>::Broadcast() [d:\unrealengine-release\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:921]
UE4Editor_Engine!UWorld::Tick() [d:\unrealengine-release\engine\source\runtime\engine\private\leveltick.cpp:1317]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\unrealengine-release\engine\source\editor\unrealed\private\editorengine.cpp:1356]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\unrealengine-release\engine\source\editor\unrealed\private\unrealedengine.cpp:370]
UE4Editor!FEngineLoop::Tick() [d:\unrealengine-release\engine\source\runtime\launch\private\launchengineloop.cpp:2644]
UE4Editor!GuardedMain() [d:\unrealengine-release\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\unrealengine-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\unrealengine-release\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

I too have this crash although my steps are different. I have a replicated component with replicated properties and a server function. Every time it crashes when i try to call that server function in my character (where I am using the component) and i have to unplug the execution pin (in character class where i call), compile and PIE. It should then work without crashes. After that I can plug my execution flow normally and it works.

Hello ,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved with this issue (from the replicated project)?

Hi, thanks for the answers.

I have not been able to reproduce the same error in a new project.

I have attached some screens from the BP in question. I have removed the code which I thought were causing the problems, but a simple replicated variable (as shown in the screens, isCrouching) also make the editor crash. All is fine if I do the same in other blueprints in the same project.

Thanks

This thread has some more info and examples on this bug: https://answers.unrealengine.com/questions/397989/blueprint-replication-problems-on-transition-to-41.html

Apparently, for some people converting their project to 4.11 results in this bug. Everything worked fine before the conversion, but after the conversion adding a new replicated variable causes a crash when playing in PIE.

I accidentally marked this problem as solved, but the problem still exists.

Hello ,

Would it be possible for you to provide a copy of the project that is experiencing this issue so that I could take a closer look? Please also include steps to reproduce this issue in the project provided.

Me and , we have the same project, I’ve sent you the archive via forums.unrealengine.com private messages. Hope this helps.

There are other users which have the same problem and could probably provide a repro project, in this thread: Blueprint replication problems on transition to 4.11 - Blueprint - Epic Developer Community Forums

Hello ,

After digging through the project I was able to find that deleting the saved and intermediate folders prevented this crash from happening on my end. Could you try this and let me know if this helps?

Hi Rudy, I did what you suggested, but I’m still getting the same error. It should maybe be noted that I run PIE with the dedicated server option. Don’t know if that helps…

Thanks

Hello ,

I have written up a report (UE-30625) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.

Make it a great day.

I too have a blueprint that will crash the editor if I hit Play, and I am also using Dedicated server with two players. (RepLayout.cpp – Line 2209 error in the log, like many posts I’ve seen)

It worked fine until late last night. Interestingly, if I open the project in editor, hit compile on the blueprint, and then Play…no crash. Obviously it will be annoying to have to compile the blueprint every time I open my project. I’ve tried all the things in the thread above, deleting folders, etc.

If I remove the replication from the variables, I can load the project directly and play with no crash. It’s only when the actor is set to Replicate AND there are variable that are set to Replicate.

What’s really confusing is that everything works great if I press compile first, so it appears that something isn’t being “linked up” or saved properly after the compile which causes the crash to reoccur if I open the project again. It really seems to be some kind of code communication problem.

The only real option left for me is to rebuild the blueprint. I really don’t want to do this because I’ve got about a billion pins connected in other blueprints and if I change the variable type it’s going to cause a lot of rework. If I have to, I have to, but it’d be really nice to figure out how to fix this blueprint so as to not cause a crash when it tries to replicate.

Edit: To add, this project was started as of version 4.11, so no project conversions have taken place.

If it crashes after playing in the editor, then if you hav4.11.2 with FIXIT and LE Extended Library, or one of the two. You need to uninstall and reinstall unreal engine 4.11.2, trust me on this happened to me and working fine now.

Unfortunately for me, reinstalling the game engine had no effect.

For anyone that may find this problem in the future, my class blueprint was crashing due to some issue with double inheritance. When I have a child of this blueprint, I can spawn it into the world just fine. When a child is created of that child…crash with recompile.

Hi there, what is the status of the problem? its kinda important issue involving core aspects of any blueprint networked project.

Hello CriErr,

This issue has been resolved and should be available in the current 4.12 release version of the engine. I hope that this information helps.

Make it a great day

This problem still appears for me after updating to UE 4.12.4.
So I guess it’s not fixed yet? Any ideas or workarounds?

Cheers

Hello ,

I went ahead and double checking on this issue for you and it appears that this issue has been resolved in the current 4.12 version of the engine. This indicates that the issue that you are having may be a separate issue. Could you create a new thread for tracking purposes? If you do, you could then provide a link to the new thread in a reply so that others can follow up.

Make it a great day

Hey Rudi,

I already did that on this link - Using 4.12.4:

Cheers