Linux dedicated Server fails to run

Like the title says, I’m trying to build and run a 4.12 linux server. Build is going okay, but when I run I get:

$ ./NBT2Server Using binned.
Increasing per-process limit of core
file size to infinity. Preparing to
exit.ModuleManager: Module
‘DerivedDataCache’ not found - its
StaticallyLinkedModuleInitializers
function is null.Shutting down and
abandoning module NetworkFile
(4)Shutting down and abandoning module
StreamingFile (3)Shutting down and
abandoning module SandboxFile
(2)Shutting down and abandoning module
PakFile (1)Exiting.Exiting abnormally
(error code: 1) Immediate termination

What does the DerivedDataCache module look like for a Linux build? I get more or less a single file after building in Win64/VS2015.

Okay found theat DerivedDataCache is related to a ConstructorHelpers::FObjectFinder call that caused a popup under windows, but a crash under linux.

Its still crashing though:

Preparing to exit.Shutting down and abandoning module NetworkFile (4)Shutting down and abandoning module StreamingFile (3)Shutting down and abandoning module SandboxFile (2)Shutting down and abandoning module PakFile (1)Exiting.Exiting abnormally (error code: 1)

Hey .jan-

You mentioned getting a warning message on Windows where Linux instead crashes. Can you provide information about the warning message (what the message says exactly) and/or the setup for how you’re setting up your dedicated server? Are you running the client for the server on the same machine as the server or do you have the server one Linux and the client on Windows or another OS? Please provide as much information as possible to help me recreate the issue locally.

The warning message I got on Windows was:

Default Property warnings and errors:
Error: CDO Constructor (NBT2HUD) Failed to find
/Engine/EngineFonts/RobotoDistanceField

Error: CDO Constructor (NBT2HUD): Failed to find /Engine/EngineFonts/Roboto

This is the DerivedDataCache related crash 1st mentioned. Once I disabled the ConstructorHelpers::FObjectFinder code for dedicated servers, this went away for both windows and linux. (and was replaced by the NetworkFile crash).

I used to copy the generated linux server files onto a USB stick to be handed to our linux server guy who would copy them into a server and get back to me with the linux crash messages.

Now I’m using Bitvise SSH client to transfer them to our linux server and run it. I haven’t tried connecting to the server with a client yet because the crashes have so far been on server startup.

At present I now am using a 3rd route - I build a Linux server using the Project Launcher → Custom Launch Profiles.
I transfer this using the SSH client and it seems to start up okay, but crash on shutdown. I still need to try to connect to it with a client.

NBT2HUD is a custom class, which has a block that goes
ANBT2HUD::ANBT2HUD(const FObjectInitializer&)
{

	if (IS_NBT_CLIENT_OR_STANDALONE(this))
	{
		static ConstructorHelpers::FObjectFinder<UFont> fontObj(TEXT("/Engine/EngineFonts/RobotoDistanceField"));
		_fontLarge = fontObj.Object;

		static ConstructorHelpers::FObjectFinder<UFont> fontObj2(TEXT("/Engine/EngineFonts/Roboto"));
		_font = fontObj2.Object;
	}

	_LoadingScreenImage = Cast<UTexture2D>(StaticLoadObject(UTexture2D::StaticClass(), NULL, TEXT("/Game/HUD/loadingscreen_img")));

}

Dedicated server builds leave out font files, which then causes the FObjectFinder to halt. On a Windows build, its an annoying modal popup. On a Linux build, its a crash event. The root cause for me was the IS_NBT_CLIENT_OR_STANDALONE custom macro which was supposed to skip over this block of code on server builds, didn’t.

Hey ,

Sorry for the delayed response, I have been trying to investigate dedicated servers for information related to your issue. I found another post with the same Error: CDO Constructor (EditableTextBox): Failed to find /Engine/EngineFonts/Roboto error. The solution in the case of the alternate post (Error: CDO Constructor Failed to find long list of engine and paper 2d components - Blueprint - Epic Developer Community Forums) was to remove the Saved and Intermediate folders and rebuild the solution. I also noticed that in your post the error referred to “NBT2HUD” where the other post refers to “EditableTextBox”. Is NBT2HUD a custom class in your project? If so, could you provide the header and source file from the class?

Hey ,

It sounds as though you were able to find a solution for your issue. If this is correct can you explain what you did to fix it? If you are still having the dedicated server warning/crash on Windows/Linux, let me know and I will continue to investigate.

Hi . I’m having a warning under UE 4.13 for Windows (GitHub build) - I didn’t try under Linux though. What I see is that fonts are systematically removed for the Server PAK build while the client keeps them.

Hey -

Please create a new post for the issue you’re experiencing. Be sure to include as much information as possible, including what the warning message is that you’re getting and the setup steps to help us reproduce and investigate the issue on our end.