Hello,
i’m running into the problem that my project crashs during Playmode when running it from the Editor using a dedicated server/networking/multiple clients. The editor crashs with the following debugging information :
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332]
UE4Editor_Engine!FNetGUIDCache::GetObjectFromNetGUID() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\packagemapclient.cpp:2405]
UE4Editor_Engine!UPackageMapClient::InternalLoadObject() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\packagemapclient.cpp:854]
UE4Editor_Engine!UPackageMapClient::InternalLoadObject() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\packagemapclient.cpp:744]
It appears that the NetGUIDs are bogus. Is there any way to sanitize the blueprints/variables for this or a way to further trace down which blueprint/variable is causing the problem ? I’m stuck solving this issue. I tried delete the projects intermediate folder, deleting the engine intermediate folder. Nothing appears to be working except :
When i open all blueprints used and compile/save it starts working, however the fix is not persistent, i have to do it every time before hitting the Play button.