x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

4.16 can't ServerTravel with connected clients when project is copied from 4.15

After connecting all clients to my lobby, I set a ServerTravel to a level, and it fails only in 4.16, works fine in 4.15... Set up a simple lobby and add a server travel to any level.

Testing as a single client does not show the problem, you need to have any sort of simple connected lobby

Product Version: UE 4.16
Tags:
more ▼

asked May 25 '17 at 06:00 PM in Bug Reports

avatar image

Visnarel
26 1 9 9

avatar image Dec1234 May 25 '17 at 08:47 PM

Are you using Steam? And have you tried messing with bSteamlessTravel, in your AGameMode class?

avatar image Visnarel May 25 '17 at 10:00 PM

No steam, this is just a listen server setup for early development, and seamless travel can't be used for in-editor testing (PIE)

avatar image Visnarel May 27 '17 at 03:16 AM

I see these errors following the failed servertravel, but not every time

LogGameMode: Not traveling because of network error LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.01, Realtime: 5.44. IpNetDriver_3 LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.01, Realtime: 5.44. IpNetDriver_5 LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.01, Realtime: 5.44. IpNetDriver_4 LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 5.44, Realtime: 0.01. IpNetDriver_3 LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 5.44, Realtime: 0.01. IpNetDriver_5 LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 5.44, Realtime: 0.01. IpNetDriver_4

avatar image Visnarel May 27 '17 at 04:03 AM

I remade the basic network blueprints within a blank, new scene and it works as expected. So I did a little bit of digging and in the log this is the first thing that I see

On the working build LogNet: Browse: 10.1.10.14//Game/startMap\par

On the failing build LogNet: Browse: 127.0.0.1//Game/Maps/MainMenu\par

so the failing one is trying to talk through localHost and the working one is the IP of the test machine. But there is no specific network code for that setup and no setting that I can find for localHost vs IP

avatar image Visnarel May 27 '17 at 08:32 PM

Further up in the log, before it even tries to start I can see this

LogGameMode:Display: Match State Changed from WaitingToStart to InProgress LogGameState: Match State Changed from WaitingToStart to InProgress LogLoad: Took 1.013578 seconds to LoadMap(/Game/Maps/Lobby) LogNet:Warning: Network Failure: GameNetDriver[FailureReceived]: Host closed the connection. LogNet:Warning: Network Failure: GameNetDriver[FailureReceived]: Host closed the connection. LogNet:Warning: Network Failure: GameNetDriver[FailureReceived]: Host closed the connection. LogNet: NetworkFailure: FailureReceived, Error: 'Host closed the connection.'

There's nothing calling a connection closed, but it goes from 127.0.0.1 to 10.1.10.14 somehow. There is literally nothing in there that should be resetting the net code

looking through the logs it seems like it starts on 127.0.0.1, loses connection, re-accepts the connection at 127.0.0.1 but tries to connect to 10.1.10.14

(comments are locked)
10|2000 characters needed characters left

2 answers: sort voted first

Fixed it: The upgrade from 4.15 to 4.16 caused the setting "Auto-connect to server" to be reset. When it starts up, auto-connect tries to create a link on localhost at 127.0.0.1 when the server is started and the clients join it fails the connection and resets the IP to 10.1.10.14 and connects the clients to the listen server, but when the ServerTravel is called the networking fails...

more ▼

answered May 27 '17 at 08:39 PM

avatar image

Visnarel
26 1 9 9

avatar image vkdd777 Feb 22 '18 at 01:40 PM

And what is the solution? At me on 4.18 the same problem. The decision has not been found yet.

(comments are locked)
10|2000 characters needed characters left

A video of what is mentioned above :)

https://gyazo.com/5af27a3ef1c81a33e580150f4039130a

more ▼

answered Feb 09 '19 at 10:04 AM

avatar image

Cashper
1 1 1

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question