UE4 dedicated server no winsock initialization

Hi when i look into the log i can’t see the server loading map or initializing winsock, seems like something is wrong?
Also this is how far the servers comes, doesn’t print anything more than this.
It’s a development dedicated server i just built with UE4 source.

LogInit: Build: ++UE4+Release-4.20-CL-0
LogInit: Engine Version: 4.20.3-0+++UE4+Release-4.20
LogInit: Compatible Engine Version: 4.20.0-0+++UE4+Release-4.20
LogInit: Net CL: 0
LogInit: OS: Windows 10 (), CPU: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz, GPU: NVIDIA GeForce GTX 980 Ti
LogInit: Compiled (64-bit): Oct 15 2018 14:38:42
LogInit: Compiled with Visual C++: 19.15.26726.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.20
LogInit: Command Line: -log
LogInit: Base Directory: C:/ShooterGameCooked/WindowsServer/MultiplayerTemplate/Binaries/Win64/
LogInit: Installed Engine Build: 0
LogDevObjectVersion: Number of dev versions registered: 20
LogDevObjectVersion:   Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 10
LogDevObjectVersion:   Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion:   Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
LogDevObjectVersion:   Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 24
LogDevObjectVersion:   Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 34
LogDevObjectVersion:   Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 2
LogDevObjectVersion:   Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion:   Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion:   Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
LogDevObjectVersion:   Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion:   Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 26
LogDevObjectVersion:   Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 9
LogDevObjectVersion:   Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 2
LogDevObjectVersion:   Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
LogDevObjectVersion:   Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 3
LogDevObjectVersion:   Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 17
LogDevObjectVersion:   Dev-ReflectionCapture (6B266CEC-1EC7-4B8F-A30B-E4D90942FC07): 1
LogDevObjectVersion:   Dev-Automation (0DF73D61-A23F-47EA-B727-89E90C41499A): 1
LogDevObjectVersion:   FortniteMain (601D1886-AC64-4F84-AA16-D3DE0DEAC7D6): 12
LogDevObjectVersion:   Dev-Enterprise (9DFFBCD6-494F-0158-E221-12823C92A888): 1
LogStreaming: Display: Took  0.001s to delete old logs.
LogInit: Presizing for max 2097152 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogStreaming: Display: Async Loading initialized: Event Driven Loader: true, Async Loading Thread: false, Async Post Load: false
LogInit: Object subsystem initialized
[2018.10.15-17.08.43:405][  0]LogInit: Selected Device Profile: [WindowsServer]
[2018.10.15-17.08.43:405][  0]LogInit: Applying CVar settings loaded from the selected device profile: [WindowsServer]
[2018.10.15-17.08.43:409][  0]LogHAL: Display: Platform has ~ 32 GB [34295844864 / 34359738368 / 32], which maps to Largest [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
[2018.10.15-17.08.43:409][  0]LogInit: Going up to parent DeviceProfile [Windows]
[2018.10.15-17.08.43:409][  0]LogInit: Setting Device Profile CVar: [[r.Vulkan.UseRealUBs:1]]
[2018.10.15-17.08.43:410][  0]LogInit: Going up to parent DeviceProfile []
[2018.10.15-17.08.43:410][  0]LogInit: Computer: DESKTOP-P42CDS1
[2018.10.15-17.08.43:410][  0]LogInit: User: Me
[2018.10.15-17.08.43:410][  0]LogInit: CPU Page size=4096, Cores=4
[2018.10.15-17.08.43:411][  0]LogInit: High frequency timer resolution =3.914065 MHz
[2018.10.15-17.08.43:411][  0]LogMemory: Memory total: Physical=31.9GB (32GB approx)
[2018.10.15-17.08.43:411][  0]LogMemory: Platform Memory Stats for WindowsServer
[2018.10.15-17.08.43:411][  0]LogMemory: Process Physical Memory: 62.89 MB used, 62.89 MB peak
[2018.10.15-17.08.43:412][  0]LogMemory: Process Virtual Memory: 71.26 MB used, 71.26 MB peak
[2018.10.15-17.08.43:412][  0]LogMemory: Physical Memory: 10637.20 MB used,  22069.87 MB free, 32707.07 MB total
[2018.10.15-17.08.43:412][  0]LogMemory: Virtual Memory: 4527.92 MB used,  22069.87 MB free, 134217728.00 MB total
[2018.10.15-17.08.43:423][  0]LogInit: Using OS detected language (en-US).
[2018.10.15-17.08.43:424][  0]LogInit: Using OS detected locale (sv-SE).
[2018.10.15-17.08.43:425][  0]LogTextLocalizationManager: No specific localization for 'en-US' exists, so the 'en' localization will be used.
[2018.10.15-17.08.43:425][  0]LogTextLocalizationManager: No localization for 'sv-SE' exists, so 'en' will be used for the locale.
[2018.10.15-17.08.43:458][  0]LogStreaming: Display: Took  0.034s to InitEngineTextLocalization.
[2018.10.15-17.08.43:460][  0]LogInit: Using OS detected language (en-US).
[2018.10.15-17.08.43:461][  0]LogInit: Using OS detected locale (sv-SE).
[2018.10.15-17.08.43:461][  0]LogTextLocalizationManager: No localization for 'en-US' exists, so 'en' will be used for the language.
[2018.10.15-17.08.43:461][  0]LogTextLocalizationManager: No localization for 'sv-SE' exists, so 'en' will be used for the locale.
[2018.10.15-17.08.43:474][  0]LogStreaming: Display: Took  0.014s to InitGameTextLocalization.
[2018.10.15-17.08.43:481][  0]LogAssetRegistry: FAssetRegistry took 0.0064 seconds to start up
[2018.10.15-17.08.43:540][  0]LogStreaming: Display: Flushing async loaders.
[2018.10.15-17.08.43:548][  0]LogPackageLocalizationCache: Processed 9 localized package path(s) for 1 prioritized culture(s) in 0.007046 seconds
[2018.10.15-17.08.43:548][  0]LogPakFile: New pak file ../../../MultiplayerTemplate/Content/Paks/MultiplayerTemplate-WindowsServer.pak added to pak precacher.
[2018.10.15-17.08.43:551][  0]LogInit: Selected Device Profile: [WindowsServer]
[2018.10.15-17.08.43:567][  0]LogNetVersion: MultiplayerTemplate 1.0.0, NetCL: 0, EngineNetVer: 5, GameNetVer: 0 (Checksum: 81173929)

Edit:
It’s not starting, i put a Print String bp node right after Init in my game instance and it’s not being printed.
While its printed when i run as a standalone game.
The upper window is the server with the problem.

Currently having same problem, can someone help?

I think i didn’t change anything when that happened? i played around with single process, but i don’t think it changed anything.
I rebuilt my engine with no success.’

For me it was because i use gamelift SDK and i didn’t start GameliftLoca Server server while developing in local. It stalls initSDK() on purpose
More info: https://gamedev.amazon.com/forums/questions/69264/ue4-dedicated-server-silently-fails-to-initialize.html