Where does Server's "userId" in Login come from?

Hello,

I saw these logs in some code I was playing with in a dedicated Server setup, and I’m wondering if they are a symptom of something I’ve done wrong (C++, very very basic code just to play with multiplayer/replication):

[2016.06.20-05.44.38:933][586]LogNet:Verbose: Level server received: Login
[2016.06.20-05.44.38:933][586]LogNet: Login request: /Game/Maps/Introduction_Level?Name=TestName **userId: Invalid**
[2016.06.20-05.44.38:934][586]LogNet:Verbose: UNetConnection::SetClientLoginState: State changing from LoggingIn to Welcomed
[2016.06.20-05.44.38:999][588]LogNet:Verbose: Level server received: Join
[2016.06.20-05.44.38:999][588]LogNet: Join request: /Game/Maps/Introduction_Level?Name=TestName?SplitscreenCount=1
[2016.06.20-05.44.39:000][588]LogGameServer: ABaseTestGameMode::InitNewPlayer( Object: BP_TestPlayerController_C_0, **Id: <empty>**, Options: ?Name=TestName?SplitscreenCount=1 ): Returning:

I am just wondering why the userId/Id in both cases above are empty/invalid? I’m expecting them to be the FUniqueNetId I’ve set up previously (I’m calling SetUniqueId() on the PlayerController’s PlayerState before joining multiplayer, and I’m also calling GetLocalPlayer()->SetCachedUniqueId() in my PlayerController, both before joining my dedicated Server – just as a test).

Thanks!