DedicatedServer Steamclient64.dll Entry point not found

I am experiencing exactly the same issue. I hope this gets resolved soon.

Stefan0198 can you up vote the bug hopefully will make it more visible

I have dedicated servers running in 64x in steam
Did you copy the DLLs to the windowserver/yourgamename/binaries/win64

Does your compiled client run steam ok ? If not it’s either going to be your INI or your c files,

I don’t believe the 2 issues are linked.

They took me a while to get right on the newer version.
I use the 64x DLLs for steam and it connects and advertises server correctly

When packaginf the Dedicated server and client with steam (64x) the client works correctly
when runing the dedicated server it will error with the following message

it will run correctly after you manually accept the error, but this does not allow for any automation as the Error hinders workflow.

Please can you advise if there is something that can be removed from the Engine Source build package to fix the issue

Blockquote

The procedure entry point Plat_CommandLineParamExists could not be located in the dynamic link library C:\Program Files (x86)\Steam\steamclient64.dll

Blockquote

200508-brokenshootergameserver.png

Ok, i upvoted. When starting the dedicated server I also got the error shown here: Dedicated server, server gamemodule and steamworks API - C++ Programming - Unreal Engine Forums

Maybe this issue is related to the one we have. If i understood it correctly Unreal Engine isn’t supporting Dedicated Server Steam Features on Windows x64. I will test it further the next days by running it on a Linux Machine.

Ok, i upvoted. When starting the dedicated server I also got the error shown here: Dedicated server, server gamemodule and steamworks API - C++ Programming - Unreal Engine Forums

Maybe this issue is related to the one we have. If i understood it correctly Unreal Engine isn’t supporting Dedicated Server Steam Features on Windows x64. I will test it further the next days by running it on a Linux Machine.

Do you mean these steam DLLs: A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums ?

In the Engine Binaries folder they were already included. I also tried adding them directly to the Binaries/Win64 folder of my Game, but the Output doesn’t change.

actually I noticed, that i have another problem. I can’t even compile the client.
LogUObjectGlobals: Warning: Failed to find object ‘Material /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial’
Assertion failed: GDefaultMaterials[Domain] != NULL [File:…\Engine\Source\Runtime\Engine\Private\Materials\Material.cpp] [Line: 433]
Cannot load default material ‘engine-ini:/Script/Engine.Engine.DefaultMaterialName’

I will have to figure this out before I can try to fix this other error.

OK - I have found the Issue,

the SteamClient64.dll under WindowsServer\Engine\Binaries\ThirdParty\Steamworks\Steamv139\Win64\steamclient64.dll
is corrupt it is 1MB smaller that it should be, Copy the SteamClient64 from your steam install and install it over the bad one and The issue is resolved

This is not a fix. This did not resolve this issue for me. I also noticed the server will run, but not without this error. Annoying to say the least.

@billnc
So are you still getting the same error “entry point not found” on the steamclient64.dll or a different one

@Purple_Dolphin, I am actually getting 2 errors about the steamclient64.dll

I tried replacing the file as you mentioned, but it didn’t help. As I stated after these error prompts the server fires up. I think it is important to also mention I am using the advanced Sessions Plugin, but it has never caused any problems before. Thank you for your reply.

What version of steam and ue4 you using?

Steam API v017

Steam Package Version 1504757234

I am using Unreal Engine from the Github source current stable branch.

It seems that this issue is caused by having the Steam Client running, as Steam will then use the steamclient.dll from the running instance. Closing Steam should resolve this. (Oddly enough, if you re-open the client everything still works.)

Credit to Clapfoot: C++ 4.16 Transition Guide - #94 by anonymous_user_45b5ab64 - C++ - Epic Developer Community Forums

https://github.com/EpicGames/UnrealEngine/pull/4673 addresses this