Play in Editor with network crash RepLayout.cpp [Line: 2666]

If project tested in play in editor mode with networking enabled (dedicated server or more than one client) after actor gets spawned to level, project crashes. Spawned Actor has 4 parents with replicated variables in them.

Recompile one one the actor parents get rid of the crash until engine restart.
Spawned actor inheritance tree looks like (arrow stands for parent → child)

http://puu.sh/qfZqs.png

I have no repro for the issue, only current project where issue appears 100% for "Actor Spawned in Level A1, A2 and A3 " but never for “Actor Spawned in Level B1, B2 or B3”. The difference between them, is that “Branch A ver1,2,3” was made as child of “Branch A Base” but “Branch B ver1,2,3” (no engine crash) is a copy of branch A versions reparent to B base.

Issue does not occur in packaged project.

I can provide project for epic employees with private message.

Hey ,

If you could forward me the project through a private message, I can look into the issue for you.

Thanks.

Hey there, i send you private message on forum (two of them actually, don’t mind first one) with more info and project.

Hey ,

I have tracked down the issue you are having. In your “BP_Ability_Actor_NAME_#” classes there are some invalid replicated properties trying to be used, which is why you see the Assert error. This is the engines way of telling you that something you are doing is incorrect.

The four variables I believe are the issue:

  • TargetLocation
  • TargetActor
  • TargetingRequirements
  • TargetingBehaviours

Hey there,
I made new set of variables and replace old one with them. Same exact crash remains.

In this question @vanillaf4i had exact same crash, with same temporal fix caused by double inheritance in blueprints.

Regads.

Yes the issue was quite complicated. I’ve restructured my blueprints and no longer have the crash, but theres definitely something broken or needs looking at in the Blueprint system.

IMO if there are invalid replicated properties causing a crash, Blueprint should be catching that…it shouldn’t make it to execution and crash the editor. And it should crash single inheritance the same as double.

The whole point of Blueprint is to keep you from the code and to make a safer scripting environment. If we’re digging through engine code to fix something that shouldn’t be allowed in Blueprint…

Really no explanation for why an actor would cause a crash when double inherited but not single inherited if the variables all remain the same.

And yes, a manual recompile or update nodes prevented the crash in my situation just the same, until editor reload.

The one which cause crash for me is 5th inheritance, but another branch, 5th as well, doesnt crash, which is weird, even this one doesnt always crash, some instances just ok until some point of the development.

Lets hope one of the devs come by and read this.

I’m also getting this problem, i have tracked it down to one of my interfaces, i also get the below waning in the log, i have looked over the interface and there no such variable, there may have been in the pass and i have changed it, if i compile the interface before playing in Dedicated Server Mode its fine, i also find after compiling the interface it takes the editor around 3-5seconds to load into the map when clicking play.

LogBlueprint:Warning: [InventoryManagerComponent] CreatePinForVariable: 'LocalInventoryItem' variable not found. Base class was probably changed.

Thats actually might be a clue, i use interface as well.