Dedicated server connection
So, I've compiled dedicated server as GameServer.exe, I'm not satisfied that to make this I need first to get source code from github and compile it, and only in this case I can compile dedicated server.
But the question is: how to connect compiled clients to this server? I tried to connect to it with GameClient.exe 127.0.0.1 -game But this doesn't work. My server starts successfully and is shown in processes.
asked Jul 16 '14 at 08:36 AM in Packaging & Deployment
After investigating this further, it turns out that the engine explicitly ignores map or host names on the command line in shipping builds (see the
To work around this you can provide a way to connect to a server in your in-game GUI, you can continue to test with non-shipping builds, or you can remove the code in that overrides the command line in your custom engine build. In the functions I mentioned above, look for
and comment it out or delete it. (In 4.2.1 this should be in GameEngine.cpp around line 468).
answered Jul 31 '14 at 10:15 PM
Ryan Gerleve STAFF
We need some more information to diagnose this issue. Can you connect to a listen server instance of your game? Also try running the dedicated server in a command prompt window with the following command:
Where Game is the name of your project. This will print log information to the console window and may reveal any problems that are occurring. UE4Editor-Cmd.exe should be in the Engine/Binaries/Win64 directory after you compile for the editor configuration.
If there are any errors in the log, feel free to post a snippet here and we'll go from there.
Strange approach. I need this to start many instances of game server for a session like game.
answered Jul 31 '14 at 11:17 PM
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