Server crash when parking horse during base loading after teleport

Game mode: Online private
Type of issue: Crash
Server type: PvE
Region: North America


Just got a DM from one of my players that our server had crashed. They had just teleported home (via the Pippi /home command) and their large base (~8K blocks) was still loading when they attempted to park their horse.

They were the only player online at the time of the crash.

When they teleported, they were still mounted (with a follower in tow), and then galloped about 10-15 seconds to the top of their large base where they typically park their horse. They observed that the base loading was incomplete (no placeables showing), and when they clicked to park their horse (i.e. guard here), they noticed that it wouldn’t park.

Having a look at the log file, it looks like the teleport completed successfully, because it’s several more seconds before they attempt to park the horse, and that’s when the crash seems to have been recorded:

[2020.08.12-13.38.39:762][ 2]LogScriptCore:Warning: Script Msg: Attempted to access index 4 from array K2Node_CustomEvent_MessageParams of length 3!
[2020.08.12-13.38.40:439][ 5]BattlEyeLogging: BattlEyeServer: Player 2 is now Not In Play
[2020.08.12-13.38.40:439][ 5]GUI:Display: C:\B\tech_exiles\code\UE4\Source\ConanSandbox\Character\ConanPlayerController.cpp(5038): AConanPlayerController::BlockOnStreamingClient_Implementation: SetTeleportState(2), TeleportState=0
[2020.08.12-13.38.42:060][ 45]Streaming:Display: Waiting for streaming completed (teleport, unload)
[2020.08.12-13.38.42:060][ 45]LogEngine: BlockTillLevelStreamingCompleted: 39
[2020.08.12-13.38.42:093][ 46]Streaming:Display: Waiting for streaming completed (teleport, load)
[2020.08.12-13.38.42:093][ 46]LogEngine: BlockTillLevelStreamingCompleted: 40
[2020.08.12-13.38.42:188][ 48]Network:Warning: Data: FunCombat_PlayerController_C_2 (server) sent 18186.0 bytes per second > 10240 (sample window size: 2.00 seconds)
[2020.08.12-13.38.42:189][ 48]Network:Warning: Data: FunCombat_PlayerController_C_2 (server) sent 69.5 parts per second > 40 (sample window size: 2.00 seconds)
[2020.08.12-13.38.42:223][ 49]Streaming:Display: Waiting for streaming completed (teleport): Done.
[2020.08.12-13.38.42:223][ 49]GUI:Display: C:\B\tech_exiles\code\UE4\Source\ConanSandbox\Character\ConanPlayerController.cpp(4281): AConanPlayerController::TeleportTick: SetTeleportState(0), TeleportState=2
[2020.08.12-13.38.45:034][130]BattlEyeLogging: BattlEyeServer: Player 2 is now In Play
[2020.08.12-13.38.54:432][399]Script stack log unavailable (DO_BLUEPRINT_GUARD_BASE==0)!
[2020.08.12-13.38.55:584][411]LogThreadingWindows:Error: Runnable thread PoolThread 0 crashed.
[2020.08.12-13.38.55:584][411]LogWindows:Error: === Critical error: ===
[2020.08.12-13.38.55:584][411]LogWindows:Error:
[2020.08.12-13.38.55:584][411]LogWindows:Error: Fatal error!
[2020.08.12-13.38.55:584][411]LogWindows:Error:
[2020.08.12-13.38.55:584][411]LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x7c02ffe0
[2020.08.12-13.38.55:584][411]LogWindows:Error:
[2020.08.12-13.38.55:584][411]LogWindows:Error: !0x0000000000000000
[2020.08.12-13.38.55:584][411]LogWindows:Error:
[2020.08.12-13.38.55:584][411]LogWindows:Error: Crash in runnable thread PoolThread 0
[2020.08.12-13.38.55:600][412]LogExit: Executing StaticShutdownAfterError
[2020.08.12-13.38.55:643][413]LogWindows: FPlatformMisc::RequestExit(1)
[2020.08.12-13.38.55:643][413]Log file closed, 08/12/20 09:38:55

After the server came back up, I asked the player if their horse was where they parked it, they said it was not. Instead, it and their follower were at the spot where they arrived when the teleport completed.

For a few additional details, here’s the location of their /sethome teleport point:
TeleportPlayer -41553.738281 182232.375 -7535.413574

(Not sure if it matters, but it’s very close to a spot where the ground mesh and a cliff mesh overlap.)

Also, some pics of their base’s location, the parking spot, etc…

Teleport Destination:

Parking Spot (brown horse on right):

Type of Horse & Saddle:

Macro-View of Base:

Heatmap:

Note: When I timed the player galloping from the teleport point to the parking spot, it took about 15 seconds, whereas the timestamps between them being “in play” and the blueprint error is only 9 seconds, which seems pretty fast to make that jaunt. I’ll try to time it again when I’m on later just to see.


Please provide a step-by-step process of how the bug can be reproduced. The more details you provide us with the easier it will be for us to find and fix the bug:

  1. Teleport home on your horse as you’ve done 100x before
  2. Ride to your usual parking spot atop your big ol’ base
  3. Attempt to park your horse in its usual spot
  4. Wonder why it won’t park, when it hits you (the disconnect screen/main menu)
  5. DM the server admin so they have a heads-up
4 Likes

A similar issue has been reported here but the error is in a different thread:

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