x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

4.14.3 Crash on NetworkPlay (AssertFailed)

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.

Product Version: UE 4.14
Tags:
more ▼

asked Jan 23 '17 at 10:18 AM in Bug Reports

avatar image

Burnz
156 6 12 16

avatar image Sean L ♦♦ STAFF Jan 23 '17 at 06:11 PM

Hey Burnz,

I have a few questions regarding your crash:

  • Could you please cause the crash to occur again, and when it does, provide your Machine Id from the Crash Reporter window and ensure to hit Send & Close on the report?

  • Could you provide the logs from your project's Saved->Logs folder after the crash occurs?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

Totally forgot about this issue as i solved it myself. Sean, the root of the issue appears to be Datatables, i have a datatable with items for my game which is used over multiple Blueprints. It appears when making changes to the datatable not all blueprints are aware of the changes. My solution was to remove all references from these blueprints and only link the database to a single blueprint, then create a function that allow other blueprints to access the data.

more ▼

answered Feb 10 '17 at 05:55 AM

avatar image

Burnz
156 6 12 16

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Hello,

I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.

Have a great day

more ▼

answered Jan 27 '17 at 06:19 PM

avatar image

Sean L ♦♦ STAFF
43.5k 485 152 442

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question