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Dedicated server connect

Hello there!

I don't really know in which category to post this, but here goes: I am trying to create an online mode for a game I'm working on. So far, I have been able to build and package all the necessary things (Sourcecode Build, server, visual studio solution,...) My project is blueprint based. (but converted to a C++ project by adding an empty C++ class)

The problem that I'm having is that each time I connect a client to the server, it looks like the server is respawning the client each second or so, which obviously makes it impossible to play... I can see the Map that I'm loaded into, and I can control the UI for 1 second, but I cannot see the pawn that should normally be there.

This is what the log gives me when I boot the server: http://i.imgur.com/lFskvFU.png This is what the log repeatedly gives me when a client connects to the server: http://i.imgur.com/z7BBLQl.jpg

I hope some genius somewhere can help me with this :D !

Product Version: UE Github Master branch
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asked Mar 23 '17 at 06:48 AM in Everything Else

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Philty Dragonbreath
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Fixed it! It was my own fault. I was calling to join my IP adress in the Entry level, but also in another Class that loads when you join the online lobby, so it was looping endlessly!

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answered Mar 23 '17 at 02:40 PM

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Philty Dragonbreath
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