PIE multiplayer, client cannot connect

I have a 2-player game that I would like to test in PIE. I start my PIE and load the map using console command: “open testmap?listen” The map loads fine for me. Then my colleague opens his PIE and attempts to connect to my listen server with command “open 172.16.31.57”. The map loads for him and I get this in my output log:

LogNet: NotifyAcceptingConnection: Server testmap accept LogNet: Open testmap 07/03/14 17:55:19 172.31.16.52 LogNet: Added client connection. Remote address = 172.31.16.52:56859 LogNet: NotifyAcceptingChannel Control 0 server World /Game/Maps/UEDPIE_0_testmap.testmap: Accepted LogNet: Remote platform little endian=1 LogNet: This platform little endian=1 LogNet: Login request: /Game/Maps/testmap userId: Invalid LogNet: Client netspeed is 10000 LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp. LogNet: UChannel::CleanUp: [GameNetDriver] [NoPC] [No Owner]. ChIndex == 0. Closing connection. LogNet: UNetConnection::Close: Name: IpConnection_9, Driver: GameNetDriver IpNetDriver_12, PC: NULL, Owner: NULL, Channels: 2, RemoteAddr: 172.31.16.52:56859, Time: 2014.07.03-14.55.23 LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: ControlChannel_9

I’m trying to interpret this log but I’m stuck. It seems that the connection is established but then before anything happens it closes.

Any help would be greatly appreciated!

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, please submit a new report for it.

Thank you

Hi, I believe I have the same question and as far as I can tell the original poster is trying to:


  1. Run two SEPARATE PIE instances (i.e. on separate PCs)
  2. One instance runs as a listen server, the other runs as a client
  3. Client PIE connects to the listen server PIE
  4. Connection is rejected.



    If I’m not mistaken, the client side the log will include "PIE: Warning: TravelFailure: LoadMapFailure, Reason for Failure: ‘Failed to load package ‘/Game/Maps/UEDPIE_0_testmap.testmap’’. Shutting down PIE."



    I am aware that you can run a listen server in PIE by using the PLAY options and setting the number of players. However, for my game I need to customize the connection flow in more detail, so it’s important that I can inspect both the (listen) server and client via the editor. I am also aware that you can debug Dedicated Servers via Visual Studio, but I’m desperately hoping for the PIE debugging option as well.



    Is this not possible with UE4? I’ve spent three days scouring and trying different “run with cooked content” tips for the Editor but ultimately got blocked by the above error message (i.e. failed to load the UEDPIExxxx map).

Hey -

Connecting separate PIE instances across machines is not a supported feature of the engine. If you are trying to test connecting from one machine to another, you would need to first package the game and use the packaged .exe on both machines. Enabling the “Run Dedicated Server” checkbox will also allow you to test connecting a client (play window) to a dedicated server in PIE. You can check out this documentation page for more info on testing network connections / network play: https://docs.unrealengine.com/latest/INT/Engine/UI/LevelEditor/InEditorTesting/NetworkedPlayInEditor/

Thank you for the response, !

I had gone through those URLs previously, but kept looking in case PIE-to-PIE debugging is at all possible. Thanks for confirming that it doesn’t actually exist: I can stop searching now! :wink:

That said, if it is at all possible to consider this “feature” for a future release, that’d be extremely helpful. (can’t hurt to at least ASK, right?)