Engine crash when run 2 players PIE

Hello everyone, I’m occuring a very weird bug (the bug is a crash, the circumstances are weird). I’ve a pretty complicated project that works fine in single player, but, if runned in PIE with 2 players (with or without dedicated server) make the engine crash. After several tests I’ve found there are some points that the engine for some reasons doesn’t like: in the class who manage the equipments, for example, the spawning of the equipment (Equip_c) create troubles. The WEIRD thing is that if I disconnect the nodes from the EventBeginPlay of the Equip_c, and then I reconnect them, the game start… until I close the project.

I attach the crush report:

LoginId:7827f245483807b9e983b7810cc2610d
EpicAccountId:7212f9e16d6a4ae78b3e10c0dbe5e827

Assertion failed: Property->PropertyFlags & CPF_Net [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\RepLayout.cpp] [Line: 2975] 



UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Engine!FRepLayout::InitFromObjectClass() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\replayout.cpp:2977]
UE4Editor_Engine!UNetDriver::GetObjectClassRepLayout() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:3587]
UE4Editor_Engine!UNetDriver::FindOrCreateRepChangedPropertyTracker() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:3571]
UE4Editor_Engine!AActor::CallPreReplication() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\actor.cpp:952]
UE4Editor_Engine!UNetDriver::ServerReplicateActors_BuildConsiderList() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:2702]
UE4Editor_Engine!UNetDriver::ServerReplicateActors() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:3159]
UE4Editor_Engine!UNetDriver::TickFlush() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:355]
UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:858]
UE4Editor_Engine!TBaseMulticastDelegate<void,float>::Broadcast() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1506]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1633]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:386]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3119]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

P.S: I have nothing in d:\ related to the project or UE4, but probably I misunterstood the meaning of the crash report.

Thank you!

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1410408-unreal-engine-bug-submission-form

Thanks