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Android Multiplayer - Outdated version of the client

Hi, I'm building a multiplayer game with UE 4.7.5. If I package from OSX, I can connect 2 clients without problems using "open MapName?listen" and "open 192.168.x.x."

If I try to connect from an android client to the OS X server, I get the following error:

 LogNet:Warning: Network Failure: PendingNetDriver[OutdatedClient]: The match you are trying to join is running an incompatible version of the game.  Please try upgrading your game version.

In the past I was actually able to achieve this, I'm not sure what changed. The two builds should be identical, which version is the client referring to? is there a parameter to define this version number?

More in general: which versions can connect in a multiplayer session? what kind of controls do clients perform to establish if they can connect or not?

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asked Apr 22 '15 at 10:59 PM in Packaging & Deployment

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devel.bmad
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There were some changes to network version checking in 4.7, but this issue is a bug. The server's log should print the version numbers it compared to determine compatibility (you may have to enable 'log' verbosity for the LogNet category though, for example, with the command "log lognet log").

This version number is a hash of a few different things: the engine version, your project's name, and your project's version. It's computed in FNetworkVersion::GetLocalNetworkVersion - stepping into this function in the debugger will help determine what's causing the difference.

Note you can override the network version in C++ by binding your own function to the FNetworkVersion::GetLocalNetworkVersionOverride delegate.

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answered Apr 23 '15 at 03:05 PM

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Ryan Gerleve STAFF
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avatar image devel.bmad Apr 23 '15 at 10:19 PM

Thank you, very informative. If this is a bug that will be fixed in one of the next versions (by the way, is there already a patch on master?) at the moment I can live with it by simply modify bool FNetworkVersion::IsNetworkCompatible to always return true. By the way, "log lognet log" did not seem to produce any effect, are the logs printed on the console?

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