"Outdated Client" on joining

Hello peeps!

Anyone knows how to solve the issue of joining a dedicated server, where the server detects the clients as “Outdated” thus refusing the connection instantly? We did not change the version in the project settings at all, yet the problem still persists. Is there any way to completely disable this check?

I’m seeing the same issue, however it’s occurring when connecting to a listen server rather than a dedicated server.

I’m having this exact same issue with my dedicated server in UE4.25, has anyone found a solution?

I’ve been trying to debug this same error: attempting to test in-editor multiplayer between two computers, one running Windows and the other Linux. On both computers I am using the same engine source: 4.25.4
It occurs when hosting via ‘open LevelName?listen’ and attempting to join with ‘open x.x.x.x’ (LAN IP) and the same error occurs on GitHub - tomlooman/CoopShooterUdemy at UE-4.25, which makes me believe this is a bug within the Unreal Engine codebase.

LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = OutdatedClient, ErrorString = The match you are trying to join is running an incompatible version of the game. Please try upgrading your game version., Driver = PendingNetDriver IpNetDriver_1

The same issue here, when creating Windows-Mac or Windows-Linux sessions.
Game versions are identical, everything is identical, just different builds.

Any solutions?

upd. This is necroposting probably, but I accidently stumbled upon this post again and remembered solving the issue.
It was solved by setting “net.IgnoreNetworkChecksumMismatch” to 1.
Builds on different platforms supposedly give you different checksums, even if the builds are generally the same.
Probably the same works for dedicated server builds.

Just remember to implement your own version compatibility check.

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