09-08-2017 06:22 AM
[2017.09.08-10.24.01:995][ 94]LogWindows: Error: === Critical error: ===
[2017.09.08-10.24.01:995][ 94]LogWindows: Error:
[2017.09.08-10.24.01:996][ 94]LogWindows: Error: Assertion failed: HasReceivedClientPacket() [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\NetConnection.cpp] [Line: 684]
FORCEINLINE bool HasReceivedClientPacket()
{
return !!InternalAck || Driver->ServerConnection != nullptr || InReliable[0] != InitInReliable;
}
09-11-2017 07:17 PM
09-13-2017 10:40 AM
Assertion failed: HasReceivedClientPacket() [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\NetConnection.cpp] [Line: 684]
UE4Editor_Core!FDebug::AssertFailed()
UE4Editor_Engine!UNetConnection::FlushNet()
UE4Editor_Engine!UNetConnection::WriteBitsToSendBuffer()
UE4Editor_Engine!UNetConnection::SendAck()
UE4Editor_Engine!UNetConnection::ReceivedPacket()
UE4Editor_Engine!UNetConnection::ReceivedRawPacket()
UE4Editor_OnlineSubsystemOculus_Win64_DebugGame!UOculusNetDriver::TickDispatch()
UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe()
UE4Editor_Engine!TBaseMulticastDelegate<void,float>::Broadcast()
UE4Editor_Engine!UWorld::Tick()
UE4Editor_Engine!UGameEngine::Tick()
UE4Editor!FEngineLoop::Tick()
UE4Editor!GuardedMain()
UE4Editor!GuardedMainWrapper()
UE4Editor!WinMain()
UE4Editor!__scrt_common_main_seh()
kernel32
ntdll
09-13-2017 10:40 AM
Assertion failed: HasReceivedClientPacket() [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\NetConnection.cpp] [Line: 684]
UE4Editor_Core!FDebug::AssertFailed()
UE4Editor_Engine!UNetConnection::FlushNet()
UE4Editor_Engine!UNetConnection::WriteBitsToSendBuffer()
UE4Editor_Engine!UNetConnection::SendAck()
UE4Editor_Engine!UNetConnection::ReceivedPacket()
UE4Editor_Engine!UNetConnection::ReceivedRawPacket()
UE4Editor_OnlineSubsystemOculus!UOculusNetDriver::TickDispatch()
UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe()
UE4Editor_Engine!TBaseMulticastDelegate<void,float>::Broadcast()
UE4Editor_Engine!UWorld::Tick()
UE4Editor_Engine!UGameEngine::Tick()
UE4Editor!FEngineLoop::Tick()
UE4Editor!GuardedMain()
UE4Editor!GuardedMainWrapper()
UE4Editor!WinMain()
UE4Editor!__scrt_common_main_seh()
kernel32
ntdll
09-15-2017 12:06 PM
09-21-2017 10:17 AM
09-22-2017 02:57 AM
09-29-2017 04:45 PM
10-03-2017 03:04 AM
brian_jew said:
Good news, it is contained to just that plugin folder. You can pull it from our github: https://github.com/Oculus-VR/UnrealEngine/tree/4.17/Engine/Plugins/Online/OnlineSubsystemOculus
12-04-2017 11:55 AM
bernhardschellingopu said:
For anyone interested into incorporating this fix into their own C++ project, you can move the engine plugin into your project.
1. Create a directory named 'Plugins' in your project directory
2. Create a directory 'OnlineSubsystemOculusCustom' inside 'Plugins'.
3. Copy all of https://github.com/Oculus-VR/UnrealEngine/tree/4.17/Engine/Plugins/Online/OnlineSubsystemOculus into it.
4. Rename 'OnlineSubsystemOculus.uplugin' to 'OnlineSubsystemOculusCustom.uplugin'.
5. Modify your .uproject file and change the 'Enabled' state of 'OnlineSubsystemOculus' to false and add an entry for your local 'OnlineSubsystemOculusCustom'. Example:
{ "Name": "OnlineSubsystemOculus", "Enabled": false },
{ "Name": "OnlineSubsystemOculusCustom", "Enabled": true },
Thanks again for the fix!
- Bernhard