Ue4 crash in multiplayer weapon mesh not spawning

Hey, i got big problem with ue4 crashing when players >1 (firstperson mesh is not spawning in multiplayer and i think all errors are because of that)

Im making fps so i have one mesh for firstperson and one for 3rd person.
how i attach them in character.cpp (beginplay) :

CurrentWeapon->MeshComp2->AttachToComponent(rece, FAttachmentTransformRules::SnapToTargetNotIncludingScale, TEXT("WeaponSocket"));
 CurrentWeapon->MeshComp->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, WeaponAttachSocketName);  

It works in singleplayer, but not in multiplayer.

Crash error:

Attempt to detach SceneComponent 'MeshComp' owned by 'BP_AR4_C_0' from AttachParent 'MeshComp2' while not attached.

maybe i have to attach it in weapon.cpp and not in character.cpp?

Logs:

  LightingResults: New page: Lighting Build
    LoadErrors: New page: Loading map: Minimal_Default.umap
    MapCheck: New page: Map Check
    LightingResults: New page: Lighting Build
    LogEditorServer: Finished looking for orphan Actors (0.000 secs)
    Cmd: MAP CHECKDEP NOCLEARLOG
    MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 838,412ms to complete.
    LogFileHelpers: Loading map 'Minimal_Default' took 4.216
    LogTemp: Repeating last play command: Selected Viewport
    LogBlueprintUserMessages: Early PlayInEditor Detection: Level '/Game/Maps/Minimal_Default.Minimal_Default:PersistentLevel' has LevelScriptBlueprint '/Game/Maps/Minimal_Default.Minimal_Default:PersistentLevel.Minimal_Default' with GeneratedClass '/Game/Maps/Minimal_Default.Minimal_Default_C' with ClassGeneratedBy '/Game/Maps/Minimal_Default.Minimal_Default:Pe
    rsistentLevel.Minimal_Default'
    LogPlayLevel: PlayLevel: No blueprints needed recompiling
    PIE: New page: PIE session: Minimal_Default (5 maj 2019, 15:46:30)
    LogPlayLevel: Creating play world package: /Game/Maps/UEDPIE_1_Minimal_Default
    LogPlayLevel: PIE: StaticDuplicateObject took: (0.188996s)
    LogAIModule: Creating AISystem for world Minimal_Default
    LogPlayLevel: PIE: World Init took: (0.001236s)
    LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Maps/Minimal_Default.Minimal_Default to /Game/Maps/UEDPIE_1_Minimal_Default.Minimal_Default (0.190847s)
    LogLoad: Game class is 'BP_TestGameMode_C'
    LogWorld: Bringing World /Game/Maps/UEDPIE_1_Minimal_Default.Minimal_Default up for play (max tick rate 60) at 2019.05.05-13.46.30
    LogWorld: Bringing up level for play took: 0.019212
    LogTemp: Display: ParseSettings for GameNetDriver
    LogTemp: Display: ParseSettings for IpNetDriver_0
    LogTemp: Display: ParseSettings for GameNetDriver
    LogNet: ReplicationDriverClass is null! Not using ReplicationDriver.
    LogInit: WinSock: Socket queue 131072 / 131072
    LogInit: WinSock: I am Am ()
    PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
    LogNet: GameNetDriver IpNetDriver_0 IpNetDriver listening on port 17777
    PIE: Play in editor start time for /Game/Maps/UEDPIE_1_Minimal_Default 1,267
    PIE: New page: PIE session: Minimal_Default (5 maj 2019, 15:46:30)
    LogInit: XAudio2 using 'VoiceMeeter Aux Input (VB-Audio VoiceMeeter VAIO)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
    LogInit: FAudioDevice initialized.
    LogNet: Browse: 127.0.0.1:17777//Game/Maps/WaitingRoom
    LogTemp: Display: ParseSettings for GameNetDriver
    LogTemp: Display: ParseSettings for IpNetDriver_1
    LogTemp: Display: ParseSettings for PendingNetDriver
    LogInit: WinSock: Socket queue 32768 / 32768
    PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
    LogNet: Game client on port 17777, rate 10000
    PIE: Play in editor start time for /Game/Maps/WaitingRoom 1,456
    LogBlueprintUserMessages: Late PlayInEditor Detection: Level '/Game/Maps/Minimal_Default.Minimal_Default:PersistentLevel' has LevelScriptBlueprint '/Game/Maps/Minimal_Default.Minimal_Default:PersistentLevel.Minimal_Default' with GeneratedClass '/Game/Maps/Minimal_Default.Minimal_Default_C' with ClassGeneratedBy '/Game/Maps/Minimal_Default.Minimal_Default:Per
    sistentLevel.Minimal_Default'
    LogNet: NotifyAcceptingConnection accepted from: 
    LogHandshake: SendConnectChallenge. Timestamp: 0.016667, Cookie: 2171421322021620452251971930060640161857101211033202023227
    LogHandshake: SendChallengeResponse. Timestamp: 0.016667, Cookie: 2171421322021620452251971930060640161887101211033202023227
    LogNet: NotifyAcceptingConnection accepted from: 
    LogHandshake: SendChallengeAck. InCookie: 21714213220216204522519719300064016188157101211033202023227
    LogNet: Server accepting post-challenge connection from: 
    PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
    LogNet: NotifyAcceptedConnection: Name: Minimal_Default, TimeStamp: 05/05/19 13:46:30, [UNetConnection] RemoteAddr: , Name: IpConnection_1, Driver: GameNetDriver IpNetDriver_0, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
    LogNet: AddClientConnection: Added client connection: [UNetConnection] RemoteAddr: , Name: IpConnection_1, Driver: GameNetDriver IpNetDriver_0, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
    LogNetVersion: Extremegamev2 1.0.0.0, NetCL: 0, EngineNetVer: 5, GameNetVer: 0 (Checksum: 1567255480)
    LogNet: UPendingNetGame::SendInitialJoin: Sending hello. [UNetConnection] RemoteAddr: 127.0.0.1:17777, Name: IpConnection_0, Driver: PendingNetDriver IpNetDriver_1, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
    LogNet: NotifyAcceptingChannel Control 0 server World /Game/Maps/UEDPIE_1_Minimal_Default.Minimal_Default: Accepted
    LogNet: Remote platform little endian=1
    LogNet: This platform little endian=1
    LogNet: Login request: /Game/Maps/WaitingRoom?Name=Adam-78BCB61845826E2FEEDA33B01198C0F2 userId: Adam-78BCB61845826E2FEEDA33B01198C0F2
    LogNet: Welcomed by server (Level: /Game/Maps/UEDPIE_1_Minimal_Default, Game: /Game/Blueprints/BP_TestGameMode.BP_TestGameMode_C)
    LogLoad: LoadMap: 127.0.0.1:17777//Game/Maps/UEDPIE_1_Minimal_Default?game=/Game/Blueprints/BP_TestGameMode.BP_TestGameMode_C
    LogAIModule: Creating AISystem for world Minimal_Default
    LogTemp: Display: ParseSettings for GameNetDriver
    LogWorld: Bringing World /Game/Maps/UEDPIE_2_Minimal_Default.Minimal_Default up for play (max tick rate 60) at 2019.05.05-13.46.30
    LogWorld: Bringing up level for play took: 0.013914
    LogLoad: Took 0.282002 seconds to LoadMap(/Game/Maps/UEDPIE_1_Minimal_Default)
    LogNet: Client netspeed is 10000
    LogNet: Join request: /Game/Maps/WaitingRoom?Name=Am-78BCB61845826A33B01198C0F2?SplitscreenCount=1
    LogOnline: Warning: OSS: No game present to join for session (GameSession)
    LogScript: Warning: Accessed None trying to read property CallFunc_Create_ReturnValue
        PlayerPawn_C /Game/Maps/UEDPIE_1_Minimal_Default.Minimal_Default:PersistentLevel.PlayerPawn_C_0
        Function /Game/Blueprints/Manekin/PlayerPawn.PlayerPawn_C:ExecuteUbergraph_PlayerPawn:01E8
    PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Create_ReturnValue". Blueprint:  PlayerPawn Function:  Execute Ubergraph Player Pawn Graph:  EventGraph Node:  Add to Viewport
    LogScript: Warning: Accessed None trying to read property CallFunc_Create_ReturnValue1
        PlayerPawn_C /Game/Maps/UEDPIE_1_Minimal_Default.Minimal_Default:PersistentLevel.PlayerPawn_C_0
        Function /Game/Blueprints/Manekin/PlayerPawn.PlayerPawn_C:ExecuteUbergraph_PlayerPawn:014E
    PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Create_ReturnValue1". Blueprint:  PlayerPawn Function:  Execute Ubergraph Player Pawn Graph:  EventGraph Node:  Add to Viewport
    LogNet: Join succeeded: Am-78BCB6826E2
    LogStats: FPlatformStackWalk::StackWalkAndDump - 18.414 s
    LogOutputDevice: Error: === Handled ensure: ===
    LogOutputDevice: Error: Ensure condition failed: !bRegistered || GetAttachParent()->GetAttachChildren().Contains(this) [File:C:\Users\ag0\Desktop\UE 4.20 OPENSOURCE\UnrealEngine-4.20\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp] [Line: 2089]
    LogOutputDevice: Error: Attempt to detach SceneComponent 'MeshComp' owned by 'BP_AR4_C_0' from AttachParent 'MeshComp2' while not attached.
    LogOutputDevice: Error: Stack: 
    LogOutputDevice: Error: [Callstack] 0x00007ff865c02f26 UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:236]
    LogOutputDevice: Error: [Callstack] 0x00007ff86593f232 UE4Editor-Core.dll!FDebug::EnsureFailed() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\core\private\misc\assertionmacros.cpp:305]
    LogOutputDevice: Error: [Callstack] 0x00007ff8659598a6 UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalseImpl() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\core\private\misc\assertionmacros.cpp:439]
    LogOutputDevice: Error: [Callstack] 0x00007ff862a6e81a UE4Editor-Engine.dll!USceneComponent::DetachFromComponent() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\engine\private\components\scenecomponent.cpp:2089]
    LogOutputDevice: Error: [Callstack] 0x00007ff862a603ab UE4Editor-Engine.dll!USceneComponent::AttachToComponent() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\engine\private\components\scenecomponent.cpp:1861]
    LogOutputDevice: Error: [Callstack] 0x00007ff862a8d223 UE4Editor-Engine.dll!USceneComponent::PostRepNotifies() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\engine\private\components\scenecomponent.cpp:3193]
    LogOutputDevice: Error: [Callstack] 0x00007ff862b59820 UE4Editor-Engine.dll!FObjectReplicator::PostReceivedBunch() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\engine\private\datareplication.cpp:1058]
    LogOutputDevice: Error: [Callstack] 0x00007ff862b5d318 UE4Editor-Engine.dll!UActorChannel::ProcessBunch() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\engine\private\datachannel.cpp:2417]
    LogOutputDevice: Error: [Callstack] 0x00007ff862b6bc42 UE4Editor-Engine.dll!UActorChannel::ReceivedBunch() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\engine\private\datachannel.cpp:2243]
    LogOutputDevice: Error: [Callstack] 0x00007ff862b712cc UE4Editor-Engine.dll!UChannel::ReceivedSequencedBunch() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\engine\private\datachannel.cpp:309]
    LogOutputDevice: Error: [Callstack] 0x00007ff862b6f860 UE4Editor-Engine.dll!UChannel::ReceivedNextBunch() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\engine\private\datachannel.cpp:684]
    LogOutputDevice: Error: [Callstack] 0x00007ff862b70f06 UE4Editor-Engine.dll!UChannel::ReceivedRawBunch() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\engine\private\datachannel.cpp:403]
    LogOutputDevice: Error: [Callstack] 0x00007ff8630e98f3 UE4Editor-Engine.dll!UNetConnection::ReceivedPacket() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\engine\private\netconnection.cpp:1666]
    LogOutputDevice: Error: [Callstack] 0x00007ff8630eabc4 UE4Editor-Engine.dll!UNetConnection::ReceivedRawPacket() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\engine\private\netconnection.cpp:976]
    LogOutputDevice: Error: [Callstack] 0x00007ff85809c62e UE4Editor-OnlineSubsystemUtils.dll!UIpNetDriver::TickDispatch() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\plugins\online\onlinesubsystemutils\source\onlinesubsystemutils\private\ipnetdriver.cpp:236]
    LogOutputDevice: Error: [Callstack] 0x00007ff8630bc01f UE4Editor-Engine.dll!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:659]
    LogOutputDevice: Error: [Callstack] 0x00007ff8624ecf13 UE4Editor-Engine.dll!TBaseMulticastDelegate<void,float>::Broadcast() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
    LogOutputDevice: Error: [Callstack] 0x00007ff862f28cf7 UE4Editor-Engine.dll!UWorld::Tick() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\engine\private\leveltick.cpp:1345]
    LogOutputDevice: Error: [Callstack] 0x00007ff8610b35de UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\editor\unrealed\private\editorengine.cpp:1691]
    LogOutputDevice: Error: [Callstack] 0x00007ff8619ba516 UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
    LogOutputDevice: Error: [Callstack] 0x00007ff73f6a5cb2 UE4Editor.exe!FEngineLoop::Tick() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\launch\private\launchengineloop.cpp:3495]
    LogOutputDevice: Error: [Callstack] 0x00007ff73f6b5a6c UE4Editor.exe!GuardedMain() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\launch\private\launch.cpp:166]
    LogOutputDevice: Error: [Callstack] 0x00007ff73f6b5aea UE4Editor.exe!GuardedMainWrapper() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
    LogOutputDevice: Error: [Callstack] 0x00007ff73f6c3c1c UE4Editor.exe!WinMain() [c:\users\ag0\desktop\ue 4.20 opensource\unrealengine-4.20\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
    LogOutputDevice: Error: [Callstack] 0x00007ff73f6c58da UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
    LogOutputDevice: Error: [Callstack] 0x00007ff8c1f47974 KERNEL32.DLL!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007ff8c220a271 ntdll.dll!UnknownFunction []
    LogStats:                SubmitErrorReport -  0.000 s
    LogWindows: Warning: CreateProc failed: Nie można odnaleźć określonego pliku. (0x00000002)
    LogWindows: Warning: URL: ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/Users/ag0/Documents/Unreal Projects/Extremegamev2/Saved/Crashes/UE4CC-Windows-45DF69CC4EE0C84592_0000" -Unattended -AppName=UE4-Extremegamev2 -CrashGUID=UE4CC-Windows-45DF69CC4EEE55EB3C0C84592_0000 -DebugSymbols=..\..\..\Engine\Intermediate\Symbols
    LogStats:                    SendNewReport -  1.565 s
    LogStats:             FDebug::EnsureFailed - 19.986 s
    LogNet: Warning: UIpNetDriver::TickDispatch: Took too long to receive packets. Time: 19.99 IpNetDriver_1
    LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.02, Realtime: 25.41. IpNetDriver_0
    LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.02, Realtime: 25.42. IpNetDriver_1
    LogSlate: Took 0.009089 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)
    LogOnline: Warning: OSS: No game present to join for session (GameSession)
    LogSlate: FSceneViewport::OnFocusLost() reason 2
    
    
    
    
    
    
    
    AttachTo: '/Game/Maps/UEDPIE_0_Minimal_Default.Minimal_Default:PersistentLevel.BP_AR4_C_0.MeshComp2' root component cannot be attached to other components in the same actor. Aborting.

b u m p .