0 votes
421 views
in Bug Report by (470 points)
edited by
[Steps]
1. Player1: load save
2. Player2: connect to friend

[Problem]
Game is crashing at host side (player1)

[Expected Result]
Should be able to play with friends

[Stack]
Version: 98224

Access violation - code c0000005 (first/second chance not available)

FactoryGame_Win64_Shipping!AFGHUD::UpdateCrosshairColorState()
FactoryGame_Win64_Shipping!AFGColorGun::ApplyCrosshairState() [c:\jenkins\workspace\i_buildversion-staging\factorygame\source\factorygame\private\fgcolorgun.cpp:131]
FactoryGame_Win64_Shipping!AFGColorGun::Equip() [c:\jenkins\workspace\i_buildversion-staging\factorygame\source\factorygame\private\fgcolorgun.cpp:89]
FactoryGame_Win64_Shipping!AFGCharacterPlayer::EquipEquipment() [c:\jenkins\workspace\i_buildversion-staging\factorygame\source\factorygame\private\fgcharacterplayer.cpp:1186]
FactoryGame_Win64_Shipping!AFGCharacterPlayer::ReEquipExistingEquipment() [c:\jenkins\workspace\i_buildversion-staging\factorygame\source\factorygame\private\fgcharacterplayer.cpp:1802]
FactoryGame_Win64_Shipping!AFGCharacterPlayer::PossessedBy() [c:\jenkins\workspace\i_buildversion-staging\factorygame\source\factorygame\private\fgcharacterplayer.cpp:177]
FactoryGame_Win64_Shipping!APlayerController::Possess() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\playercontroller.cpp:778]
FactoryGame_Win64_Shipping!AGameModeBase::FinishRestartPlayer() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\gamemodebase.cpp:1321]
FactoryGame_Win64_Shipping!AGameModeBase::RestartPlayerAtTransform() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\gamemodebase.cpp:1314]
FactoryGame_Win64_Shipping!AFGGameMode::RestartPlayer() [c:\jenkins\workspace\i_buildversion-staging\factorygame\source\factorygame\private\fggamemode.cpp:519]
FactoryGame_Win64_Shipping!AGameModeBase::execHandleStartingNewPlayer()
FactoryGame_Win64_Shipping!UFunction::Invoke() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\coreuobject\private\uobject\class.cpp:4729]
FactoryGame_Win64_Shipping!UObject::ProcessEvent() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1344]
FactoryGame_Win64_Shipping!AActor::ProcessEvent() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\actor.cpp:780]
FactoryGame_Win64_Shipping!AGameModeBase::HandleStartingNewPlayer()
FactoryGame_Win64_Shipping!AGameMode::PostLogin() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\gamemode.cpp:128]
FactoryGame_Win64_Shipping!AFGGameMode::PostLogin() [c:\jenkins\workspace\i_buildversion-staging\factorygame\source\factorygame\private\fggamemode.cpp:533]
FactoryGame_Win64_Shipping!UWorld::SpawnPlayActor() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\levelactor.cpp:751]
FactoryGame_Win64_Shipping!UWorld::NotifyControlMessage() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\world.cpp:4656]
FactoryGame_Win64_Shipping!UControlChannel::ReceivedBunch() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\datachannel.cpp:1334]
FactoryGame_Win64_Shipping!UChannel::ReceivedSequencedBunch() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\datachannel.cpp:309]
FactoryGame_Win64_Shipping!UChannel::ReceivedNextBunch() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\datachannel.cpp:684]
FactoryGame_Win64_Shipping!UChannel::ReceivedRawBunch() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\datachannel.cpp:403]
FactoryGame_Win64_Shipping!UNetConnection::ReceivedPacket() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\netconnection.cpp:1666]
FactoryGame_Win64_Shipping!UNetConnection::ReceivedRawPacket() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\netconnection.cpp:978]
FactoryGame_Win64_Shipping!UIpNetDriver::TickDispatch() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\plugins\online\onlinesubsystemutils\source\onlinesubsystemutils\private\ipnetdriver.cpp:486]
FactoryGame_Win64_Shipping!TBaseUObjectMethodDelegateInstance<0,AFGCharacterPlayer,void __cdecl(float)>::ExecuteIfSafe() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:659]
FactoryGame_Win64_Shipping!TBaseMulticastDelegate<void,float>::Broadcast() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
FactoryGame_Win64_Shipping!UWorld::Tick() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\leveltick.cpp:1345]
FactoryGame_Win64_Shipping!UGameEngine::Tick() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\gameengine.cpp:1311]
FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [c:\jenkins\workspace\i_buildversion-staging\factorygame\source\factorygame\private\fggameengine.cpp:8]
FactoryGame_Win64_Shipping!FEngineLoop::Tick() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\launch\private\launchengineloop.cpp:3500]
FactoryGame_Win64_Shipping!GuardedMain() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\launch\private\launch.cpp:166]
FactoryGame_Win64_Shipping!GuardedMainWrapper() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
FactoryGame_Win64_Shipping!WinMain() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
FactoryGame_Win64_Shipping!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll
by (110 points)
I've seen this crash regularly in the experimental branch, an (undesirable) stop gap is for the connecting client to run in admin mode. Seems to be a permissions issue.

1 Answer

0 votes
by (10.5k points)
Thank you for the report. This has now been fixed in our internal branch now. We hope to be able to push a new patch to experimental today where this is fixed.
by (150 points)
This issue is still happening.  Did the patch for experimental go out?
by (10.5k points)
Sorry, the patch was unrolled as I accidentally removed Conveyor MK2. I'm hoping for another go today!
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