Editor crashes in split screen with planar reflections

I have a map where the floor is using planar reflections. When spawning multiple players for split screen the editor crashes immediately with the following console output:

Assertion failed: InViewFamily->Views[ViewIndex]->State != InViewFamily->Views[ViewIndex2]->State [File:/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp] [Line: 1132] 

If I turn off planar reflections, the players spawn as intended. I’m not sure if this is an engine bug or if planar reflections don’t work in split screen.

Crash Log:

 SEGV_MAPERR at 0x3

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x10fa4d44b [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp, line 328] [in UE4Editor-Core.dylib]
FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x10fc122d8 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Core/Private/Mac/MacPlatformOutputDevices.cpp, line 95] [in UE4Editor-Core.dylib]
FOutputDevice::Logf(wchar_t const*, ...) Address = 0x10fcf4197 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp, line 70] [in UE4Editor-Core.dylib]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0x10fc6d196 [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 368] [in UE4Editor-Core.dylib]
FSceneRenderer::FSceneRenderer(FSceneViewFamily const*, FHitProxyConsumer*) Address = 0x11fe2154d [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1132] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::FDeferredShadingSceneRenderer(FSceneViewFamily const*, FHitProxyConsumer*) Address = 0x11f8782d8 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp, line 197] [in UE4Editor-Renderer.dylib]
FSceneRenderer::CreateSceneRenderer(FSceneViewFamily const*, FHitProxyConsumer*) Address = 0x11fe2508c [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1460] [in UE4Editor-Renderer.dylib]
CreateSceneRendererForSceneCapture(FScene*, USceneCaptureComponent*, FRenderTarget*, FIntPoint, TArrayView<FSceneCaptureViewInfo const>, float, bool, bool, FPostProcessSettings*, float) Address = 0x11fd895c0 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneCaptureRendering.cpp, line 470] [in UE4Editor-Renderer.dylib]
FScene::UpdatePlanarReflectionContents(UPlanarReflectionComponent*, FSceneRenderer&) Address = 0x11fa6b71e [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Renderer/Private/PlanarReflectionRendering.cpp, line 388] [in UE4Editor-Renderer.dylib]
FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*) Address = 0x11fe2a267 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1887] [in UE4Editor-Renderer.dylib]
UGameViewportClient::Draw(FViewport*, FCanvas*) Address = 0x111899616 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Engine/Private/GameViewportClient.cpp, line 1170] [in UE4Editor-Engine.dylib]
FViewport::Draw(bool) Address = 0x1125e47b7 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Engine/Private/UnrealClient.cpp, line 1185] [in UE4Editor-Engine.dylib]
UEditorEngine::CanParentActors(AActor const*, AActor const*, FText*) Address = 0x11722d098 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Core/Public/Templates/SharedPointerInternals.h, line 439] [in UE4Editor-UnrealEd.dylib]
UUnrealEdEngine::Tick(float, bool) Address = 0x117e9553c [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 499] [in UE4Editor-UnrealEd.dylib]
FEngineLoop::Tick() Address = 0x10f9593f9 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp, line 3025] [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0x10f960ba2 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Launch/Private/Launch.cpp, line 168] [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x10f96e53c [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Launch/Private/Mac/LaunchMac.cpp, line 212] [in UE4Editor]
-[FCocoaGameThread main] Address = 0x10fb9e366 [/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Core/Private/Mac/CocoaThread.cpp, line 376] [in UE4Editor-Core.dylib]
__NSThread__start__ Address = 0x7fff85025e64 (filename not found) [in Foundation]
_pthread_body Address = 0x7fff85ead99d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff85ead91a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff85eab351 (filename not found) [in libsystem_pthread.dylib]

Hey ultitech_David,

Thank you for submitting this post. I have reproduced this issue and logged a report for it here: Unreal Engine Issues and Bug Tracker (UE-42427)

You can track the report’s status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.

Cheers,

Thank you Ed!!