Closed abdullah-taqiaddin closed 1 year ago
even if i auto open receive it crashes
Got a crash log?
Assertion failed: Socket != nullptr [File:C:\Program Files\Epic Games\UE_4.27\Engine\Source\Runtime\Networking\Public\Common/UdpSocketReceiver.h] [Line: 53]
UE4Editor_Core!AssertFailedImplV() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104] UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461] UE4Editor_UDPWrapper!FUDPNative::OpenReceiveSocket() [C:\Users\LENOVOG\Perforce\LowPollyTanks_Abdtaqi\Plugins\udp-ue4\Source\UDPWrapper\Private\UDPComponent.cpp:263] UE4Editor_UDPWrapper!UUDPComponent::execOpenReceiveSocket() [C:\Users\LENOVOG\Perforce\LowPollyTanks_Abdtaqi\Plugins\udp-ue4\Intermediate\Build\Win64\UE4Editor\Inc\UDPWrapper\UDPComponent.gen.cpp:461] UE4Editor_CoreUObject!UFunction::Invoke() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5679] UE4Editor_CoreUObject!UObject::CallFunction() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1023] UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2896] UE4Editor_CoreUObject!UObject::execLetBool() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2797] UE4Editor_CoreUObject!ProcessLocalScriptFunction() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1093] UE4Editor_CoreUObject!ProcessScriptFunction<void (__cdecl)(UObject ,FFrame &,void *)>() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:924] UE4Editor_CoreUObject!ProcessLocalFunction() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1154] UE4Editor_CoreUObject!ProcessLocalScriptFunction() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1093] UE4Editor_CoreUObject!UObject::ProcessInternal() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1181] UE4Editor_CoreUObject!UFunction::Invoke() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5679] UE4Editor_CoreUObject!UObject::ProcessEvent() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2018] UE4Editor_Engine!AActor::ProcessEvent() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:863] UE4Editor_Engine!AActor::BeginPlay() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3579] UE4Editor_Engine!AActor::DispatchBeginPlay() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3519] UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\WorldSettings.cpp:247] UE4Editor_Engine!AGameStateBase::HandleBeginPlay() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\GameStateBase.cpp:205] UE4Editor_Engine!UWorld::BeginPlay() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:4416] UE4Editor_Engine!UGameInstance::StartPlayInEditorGameInstance() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\GameInstance.cpp:483] UE4Editor_UnrealEd!UEditorEngine::CreateInnerProcessPIEGameInstance() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:2943] UE4Editor_UnrealEd!UEditorEngine::OnLoginPIEComplete_Deferred() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1503] UE4Editor_UnrealEd!UEditorEngine::CreateNewPlayInEditorInstance() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1750] UE4Editor_UnrealEd!UEditorEngine::StartPlayInEditorSession() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:2713] UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequestImpl() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1116] UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequest() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1019] UE4Editor_UnrealEd!UEditorEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1629] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:426] UE4Editor!FEngineLoop::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4921] UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:178]
Appears to crash on .BoundToEndpoint(Endpoint)
https://github.com/getnamo/UDP-Unreal/blob/master/Source/UDPWrapper/Private/UDPComponent.cpp#L263.
Seems to suggest a missing/malformed endpoint maybe?
Put a breakpoint on that line or line 260 and see what the state of the values are at that point (launch in debugger from visual studio).
I have the same Crash after updating the new UE 5.1.1, in 5.1 the plugins work fine!!
I have the same Crash after updating the new UE 5.1.1, in 5.1 the plugins work fine!!
Hey, I'm really sorry for the confusion it was my bad the crash was from the IP address. it works fine I just wanted to update this so there is no confusion
Hello @getnamo,Thanks for the assistance! I've opted this for another tool (I've used the PingQoS if you are wondering) as it's more convenient for my use case, many thanks!
hi @getnamo So i'm trying to open the listen socket but unreal crashes when it does it does send, i tested it on wireshark I've turned off auto open for the receive