+26 votes
1.5k views
in Bug Report by (150 points)

After playing for around 5-10 minutes in multiplayer (sweden<->hong kong) we're getting crashes to desktop. Seems to be commonly occuring and requires no specific action for it to occur.

I'll post the error below but that seems to indicate that it's a disposed actor that is being referenced, but I assume BP_SpitterProjectileSingle_C will be different each time.

(Will post update if I can gather more crashreports)


Version: 95718

Assertion failed: Actor->IsValidLowLevel() [File:C:\Jenkins\workspace\I_BuildVersion-staging\UE4\Engine\Plugins\Runtime\ReplicationGraph\Source\Private\ReplicationGraph.cpp] [Line: 842] Invalid stale actor BP_SpitterProjectileSingle_C

FactoryGame_Win64_Shipping!FDebug::AssertFailed() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]

FactoryGame_Win64_Shipping!UReplicationGraph::ServerReplicateActors() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\plugins\runtime\replicationgraph\source\private\replicationgraph.cpp:842]

FactoryGame_Win64_Shipping!UNetDriver::ServerReplicateActors() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\networkdriver.cpp:3922]

FactoryGame_Win64_Shipping!UNetDriver::TickFlush() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\networkdriver.cpp:406]

FactoryGame_Win64_Shipping!TBaseUObjectMethodDelegateInstance<0,UNetDriver,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:1605]

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 (140 points)
+1
Same here, multiple times and on multiple hosts
by (150 points)
+1
New crash, same cause:

Version: 95718

Assertion failed: Actor->IsValidLowLevel() [File:C:\Jenkins\workspace\I_BuildVersion-staging\UE4\Engine\Plugins\Runtime\ReplicationGraph\Source\Private\ReplicationGraph.cpp] [Line: 842] Invalid stale actor FGWorldSettings

FactoryGame_Win64_Shipping!FDebug::AssertFailed() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
FactoryGame_Win64_Shipping!UReplicationGraph::ServerReplicateActors() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\plugins\runtime\replicationgraph\source\private\replicationgraph.cpp:842]
FactoryGame_Win64_Shipping!UNetDriver::ServerReplicateActors() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\networkdriver.cpp:3922]
FactoryGame_Win64_Shipping!UNetDriver::TickFlush() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\networkdriver.cpp:406]
FactoryGame_Win64_Shipping!TBaseUObjectMethodDelegateInstance<0,UNetDriver,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:1605]
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)
+1
Can confirm this same crash report on our end. It's a crash to desktop on the host's side. We have tried new games, each of us as different hosts, restarting Epic launcher, and various other things, but every time, we end up with this same crash. And once the crash happens one time in a save, it occurs repeatedly and more frequently thereafter, to the point of crashing the moment another player even joins the game.

I don't use this phrase lightly, but for the three of us trying to play together, the game is legitimately unplayable in multiplayer at this point. I do hope the crash reports help identify the cause so it can be remedied sooner rather than later.
by (120 points)
+1
Adding in another crash report, same issue:

Version: 95718

Assertion failed: Actor->IsValidLowLevel() [File:C:\Jenkins\workspace\I_BuildVersion-staging\UE4\Engine\Plugins\Runtime\ReplicationGraph\Source\Private\ReplicationGraph.cpp] [Line: 842] Invalid stale actor FGWorldSettings

FactoryGame_Win64_Shipping!FDebug::AssertFailed() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
FactoryGame_Win64_Shipping!UReplicationGraph::ServerReplicateActors() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\plugins\runtime\replicationgraph\source\private\replicationgraph.cpp:842]
FactoryGame_Win64_Shipping!UNetDriver::ServerReplicateActors() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\networkdriver.cpp:3922]
FactoryGame_Win64_Shipping!UNetDriver::TickFlush() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\networkdriver.cpp:406]
FactoryGame_Win64_Shipping!TBaseUObjectMethodDelegateInstance<0,UNetDriver,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:1605]
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
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