Why am I not able to create/connect server with c++ code?

Somehow I cannot create or join server via c++ code. (I’m following shooting demo)
I could use ?listen/ip address on the UT4’s shortcut to create/join the server, but I couldn’t do the same with c++ ServerTravel and ClientTravel even with absolute ip.

The actual code i used is:

mWorld->ServerTravel(TEXT("/Game/Maps/MyMap?listen"));

mWorld->ClientTravel("127.0.0.1", TRAVEL_Absolute);

On a closer debuging, I noticed that when I call ServerTravel inside my project, there’s no logs notifying that my game socket is being queued like when I open it with command line.

In other word, I’m missing this from my log:

LogInit: WinSock: Socket queue 131072 / 131072
[2014.05.27-09.55.53:198][  0]LogNet: GameNetDriver IpNetDriver_0 IpNetDriver listening on port 7777

So where/how do I invoke this WinSocket?

#Game Session

First critical function

bool AVictoryGameSession::HostSession(int32 ControllerId, FName SessionName, const FString & GameType, bool bIsLAN, bool bIsPresence, int32 MaxNumPlayers)
{

the second critical Game Session function is this:

OnCreatePresenceSessionComplete(GameSessionName, true);

Verify that this function is being called successfully!

:slight_smile:

Rama

PS: for other readers, see the ShooterGame code for the Game Session class you need

Resolving the issue for now