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Network Failure: PendingNetDriver[PendingConnectionFailure]: Incompatible game connection.

I try to connect to a dedicated server I've made.

The dedicated server IS NOT the same project as the game. It has completely different class. The target is to have a dedicated server for registration and authentication.

The server starts correctly from VS2013 using the following arguments "$(SolutionDir)$(ProjectName).uproject" /Game/Maps/Minimal_Default -server -login=ksgm -password=toto -type=test -log

As specified in previous question, I have no idea the parameter type is for. No answer.

For the client, I debug the code using the following arguments: "$(SolutionDir)$(ProjectName).uproject" 127.0.0.1 /Game/Maps/RegisterLevel -game -log

First, I have no idea if I need to specify login, password and type to connect.

When I debug, from the client I receive the following error [2015.02.19-09.08.31:577][ 0]LogNet: NetConnection::Close() [PendingNetDriver] [NoPC] [No Owner] from NMT_Failure Incompatible game connection. [2015.02.19-09.08.31:578][ 0]LogNet: UNetConnection::Close: Name: IpConnection_0, Driver: PendingNetDriver IpNetDriver_0, PC: NULL, Owner: NULL, Channels: 2, RemoteAddr: 127.0.0.1:7777, Time: 2015.02.19-09.08.31 [2015.02.19-09.08.31:579][ 0]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: ControlChannel_0 [2015.02.19-09.08.31:580][ 0]LogNet:Warning: Network Failure: PendingNetDriver[PendingConnectionFailure]: Incompatible game connection.

What is the game connection ?

QUESTIONS: Can we make dedicated server completely different from the game ? How the client search for associated server ? Is there any ids that must be similar ?

I hope someone can help me since I'm stuck for weeks now !!! Txs D. Aigroz

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asked Feb 19 '15 at 09:19 AM in C++ Programming

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domzorg
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2 answers: sort voted first

You are not going to be able to connect a client of one project to a server of another without some serious C++ hackery. There are many offsets in various binaries that have to be aligned correctly for UE4's networking system to work and there was a strong effort put in to make sure that two differing binary sets will fail to connect based on various GUIDs and other checks.

If you want to make a dedicated server for registration or authentication, either merge it into your project or handle your registration and authentication in a non-ue4 server instance way, such as a node.js or PHP server.

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answered Feb 19 '15 at 09:24 AM

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Allar
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avatar image domzorg Feb 19 '15 at 10:18 AM

Ok. It is not very clean in terms of architecture. Having the game included in the server is not very clean.

In Unity, you can make server completely different from the game and it handles resquest from clients.

Txs for your answer. D.

avatar image Allar Feb 19 '15 at 10:42 AM

You can use a Server build target so that your server stuff remains in the same project but gets stripped out of your client which would still work, if you really want to go down the road of using a UE4 game server for authentication. An example of this is in the ShooterGame project.

avatar image domzorg Feb 22 '15 at 07:42 PM

The shooter game example is using the same project and not two different.

Yes, I think I have to take this way even if it is not what I want to do.

Txs for your help. D.

avatar image Allar Feb 22 '15 at 08:35 PM

Be sure to mark the answer as the correct answer!

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ok, sorry

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answered Mar 05 '15 at 12:34 PM

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domzorg
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