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Get mouse position causes engine to crash in 2 clients

The engine works fine until I start using that node in my player controller in 2 clients situation. It's working perfectly in 1 client, but it stops working whenever I change it to 2 clients option. This is the crash report:


Unknown exception - code 00000001 (first/second chance not available)

Cast of IpConnection //Engine//Transient.IpConnection_3 to LocalPlayer failed

KERNELBASE + 37901 bytes UE4Editor_Core + 3095292 bytes UE4Editor_Core + 1661738 bytes UE4Editor_CoreUObject + 357979 bytes UE4Editor_Engine + 3201930 bytes UE4Editor_Engine + 6050339 bytes UE4Editor_Engine + 1081372 bytes UE4Editor_CoreUObject + 547972 bytes UE4Editor_CoreUObject + 1302075 bytes UE4Editor_CoreUObject + 1536135 bytes UE4Editor_CoreUObject + 1416047 bytes UE4Editor_CoreUObject + 1303464 bytes UE4Editor_CoreUObject + 1416047 bytes UE4Editor_CoreUObject + 547972 bytes UE4Editor_CoreUObject + 1414048 bytes UE4Editor_Engine + 1749361 bytes UE4Editor_Engine + 16236356 bytes UE4Editor_Engine + 1841540 bytes UE4Editor_Engine + 6155452 bytes UE4Editor_Engine + 1589192 bytes UE4Editor_Engine + 8419590 bytes UE4Editor_Engine + 8471261 bytes UE4Editor_Core + 749570 bytes UE4Editor_Core + 749965 bytes UE4Editor_Core + 870533 bytes UE4Editor_Engine + 8676473 bytes UE4Editor_Engine + 8588400 bytes UE4Editor_Engine + 8598183 bytes UE4Editor_Engine + 5363542 bytes UE4Editor_Engine + 5390998 bytes UE4Editor_UnrealEd + 1814406 bytes UE4Editor_UnrealEd + 5925286 bytes UE4Editor!FEngineLoop::Tick() + 3294 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\launchengineloop.cpp:2098] UE4Editor!GuardedMain() + 476 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\launch.cpp:133] UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\windows\launchwindows.cpp:201] UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Product Version: Not Selected
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asked Sep 15 '14 at 03:41 AM in Bug Reports

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avatar image Ben Halliday STAFF Sep 15 '14 at 07:23 PM

Hey Valkon,

Please attach the crash logs and dump files after a crash. Can you also post some images of your Blueprint so I can try to reproduce the issue here? Thanks!

avatar image Valkon Sep 16 '14 at 09:21 PM

Hello Ben, I attached an image of the blueprints setup it has to be inside controller blueprint. It works fine if it's just one client, but once you make it two it crashes.

File with logs and image: https://www.mediafire.com/?w4jl2yavqh9p2a7 Sorry for the late reply

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Hey Valkon,

Thanks for your report. I investigated this in 4.4 and encountered the same crash. I checked this in our internal build and it appears to be resolved. This isn't the first crash I've seen that only occurs with a client today that is working internally, so I believe a change was made to client handling. I will check with our developers to be sure, but it looks like this will be working in 4.5. Thanks again for bringing this to our attention!

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answered Sep 16 '14 at 10:01 PM

avatar image Valkon Sep 16 '14 at 10:38 PM

Hmmm.. Do you have any ETA for 4.5? My subscription is about to expire and I really want the fix for my game. :(

avatar image Ben Halliday STAFF Sep 16 '14 at 11:06 PM

We don't have a firm date on 4.5 yet, though it may be another month before it is released. I will be asking the developers if they would consider this for a 4.4.4 fix, but since we just released 4.4.3, it may be some time before even that happens.

The good thing is that you will be able to subscribe once more after the fix is released and then cancel immediately after upgrading, so you'd get at least a month after 4.5 is out and only have to pay the $19 once, if you want. Definitely check back here before you do, and I will check for you to make sure it is working as intended in 4.5 before you drop any money on it.

avatar image Valkon Sep 17 '14 at 12:17 AM

Is it possible to get access to the internal engine? Or just get that part of the code, so I could fix mine and continue working on the game? Would the master branch in GitHub have it?

avatar image Ben Halliday STAFF Sep 17 '14 at 04:09 PM

Building from source would give you access to the engine code. 4.4.3 is our most recent stable build, and you can get that from GitHub.

The master branch should have the fix, but that's a highly unstable build and we wouldn't be able to much support if something goes wrong while you're using it. It's essentially a preview build for people to see things that are coming up, but not recommended for actual development.

I'm hoping to hear back from a dev soon, and will let you know if they have a fix you could implement through source.

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