getnamo / UDP-Unreal

Convenience UDP wrapper for the Unreal Engine.
MIT License
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Unreal crashes when opening the listen socket #32

Closed abdullah-taqiaddin closed 1 year ago

abdullah-taqiaddin commented 1 year ago

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 image

abdullah-taqiaddin commented 1 year ago

even if i auto open receive it crashes

getnamo commented 1 year ago

Got a crash log?

abdullah-taqiaddin commented 1 year ago

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]

getnamo commented 1 year ago

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).

AymenMenjli commented 1 year ago

I have the same Crash after updating the new UE 5.1.1, in 5.1 the plugins work fine!!

AymenMenjli commented 1 year ago

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

abdullah-taqiaddin commented 1 year ago

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!