Comments (4)
Had the same issue so I looked into it and found the problem.
The _logger variable on line 1304 of Unreal.Core/ReplayReader.cs is missing its null check. After adding the check the replays seems to be read correctly.
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Interesting. It looks like the _logger member variable is being correctly filled in by the constructor from ConsoleReader/Program.cs where it's newed. Maybe the code paths that call the logger weren't even being visited before.
I'll check further when I get home.
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I think this commit is needed: 5d01ae5
You should check out SL-x-TnT's fork, it contains this fix and is much (much) faster.
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I switched to the feature/net5 branch and rebuilt and it works now.
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Related Issues (17)
- I can help HOT 1
- Visual Studio Version? HOT 5
- Newest replay files don't parse HOT 2
- Crashing in Oodle.cs, same replay file HOT 2
- Eliminated and Eliminator are always Guids (no real names) HOT 6
- Nuget package is missing dependencies HOT 1
- Can't set breakpoints in FortniteReplayBuilder or FortniteReplayReader HOT 4
- Replay related to https://discordapp.com/channels/515831601331175424/661964036623040529/719479540602110023
- How to track some elements of replays without massively increasing processing time? HOT 4
- Question about external data HOT 2
- HttpNetworkReplay HOT 3
- Valid replay crashes console application HOT 7
- Some elimination assignments not registering HOT 2
- Reporting a vulnerability
- PlayerData no longer includes EpicId or PlayerId HOT 3
- bitstring.exceptions.ReadError: Reading off the end of the data. HOT 3
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