JetBrains / UnrealLink

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Invalid socket handle error when the UEEditor run with -AutomatedMapBuild parameter. #228

Open limztudio opened 1 year ago

limztudio commented 1 year ago

If the UEEditor run with the argument "-AutomatedMapBuild", it stops due to RD_ASSERT_THROW_MSG macro. Following is the specific position where the error come from: UnrealLink/src/cpp/RiderLink/Source/RD/src/rd_framework_cpp/src/main/wire/SocketWire.cpp Line around 588: CActiveSocket* accepted = ss->Accept();

Also, I've installed the UnrealLink on Engine/Plugins/Developer location, and Engine version is 5.0.3 with a little bit of customization.