Shipping server: Failed to open descriptor file

Hi everybody,

Recently, I tried to add Steamworks functionalities to my build, so I followed [this tutorial][1] (thanks Rama).
I downloaded the engine source on the Epic Games github (4.13), and I managed to build it.

Using the UnrealFrontEnd, I cooked my client (using shipping configuration) and it worked fine (with the steam_appid.txt file, the Steam overlay is here and it seems to work).
However, if I try to cook a shipping server, I get an error while launching the .exe:

190904-failed+to+open+descriptor+file.png

So the cook is working fine, the error occurs when I want to launch the .exe

Here’s my cook configuration, for the shipping server cook:

I saw on the internet that this error usually occurs when the user forgot to build the engine with the “Shipping server” configuration, but I already did that:

The steam_appid.txt file is on several locations (because I don’t know where I’m supposed to put it):

  • \WindowsServer\

  • \WindowsServer\Engine\Binaries\Win64\

I start my server using a bat file, which simply contains:

cd WindowsServer

start MyGameServer.exe NewMap2 -log -port=7777 -PktLag=0

In the logs of the cook, I noticed some interesting line : “LogOnline:Warning: STEAM: Steam API disabled!”, but when I checked out the client cook (which works), this warning was here too, so I don’t know if it’s important or not.

Does anyone have an idea for me? Thanks a lot!

A little update about what I’ve done today:

I tried to build the engine in every configuration (debug, debuggame, development, shipping & test), and whatever the configuration is, the client works fine, but the server gives me the “Failed to open descriptor file” error.
I re-downloaded the engine from scratch (on Github, 4.13), zipped up my project and extracted it again, but nothing changed :frowning:

To anyone who can help me: thank you :slight_smile:

Well, I’ve fixed my problem by creating a blank project.
I moved my Content and Config folders on the new project, then cooked again.
Of course, I had to do again all the steps to have a functionning dedicated server and a Steamworks integration, but it was worth it.