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Development server debugging error

Hello,

I'm trying to setup a dedicated server following this tutorial:https://wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_%26_Linux) but I'm stuck trying to package it. More specifically, everytime I try to open up my project using 'local windows debugger' with my solution configurations set to "development server" I get an error saying "Cannot load default material". I've tried to replace all my materials, even default pawns using this material, with other pawns or materials but nothing seems to work. Also, building the solution using the same solution configuration (development server) works completely fine.

Here's where it triggers a breakpoint:

 #if USE_EVENT_DRIVEN_ASYNC_LOAD_AT_BOOT_TIME
                     && (RecursionLevel == 1 || !GEventDrivenLoaderEnabled)
 #endif
                     )
                 {
                     GDefaultMaterials[Domain] = LoadObject<UMaterial>(nullptr, *ResolvedPath, nullptr, LOAD_DisableDependencyPreloading, nullptr);
                     checkf(GDefaultMaterials[Domain] != nullptr, TEXT("Cannot load default material '%s'"), GDefaultMaterialNames[Domain]);
                 }
                 if (GDefaultMaterials[Domain])
                 {
                     GDefaultMaterials[Domain]->AddToRoot();
                 }
             }
         }
         

I've been trying to fix this for a couple days now but with no success. I've seen some other threads with the same issues, but the solution to them was to ignore step 8 of the tutorial, which is shipping it, so I don't really see how that's gonna work as I need to ship it in order to use it. Anyways, if you have any ideas please help me, it's highly appreciated. Thanks! :)

Product Version: UE 4.20
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asked Oct 27 '18 at 07:08 AM in Packaging & Deployment

avatar image

Steferich
116 4 8 15

avatar image NMouzourakis Jan 29 '19 at 06:42 PM

Having the same issue here. Any progress on this?

avatar image Steferich Feb 07 '19 at 08:29 PM

No, I'm sorry. However I can't really see any point in debugging the server in the editor. If the build succeeds you should have everything you need, your server.exe for your project should've been created. So yeah, I've kindof given up on this, but I'll come back to this thread if I know something more :)

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