So I am now able to list servers on Steam and see them from the client, however when I attempt to connect the server bails out during the connection process because it attempts to process a ServerUnmutePlayer event and the player ID it has is invalid.
Call stack:
spacegameServer-Win64-Debug.exe!APlayerController::ServerUnmutePlayer_Validate(FUniqueNetIdRepl PlayerId) Line 2924 C++
spacegameServer-Win64-Debug.exe!APlayerController::execServerUnmutePlayer(FFrame & Stack, void * const Result) Line 33 C++
spacegameServer-Win64-Debug.exe!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Result) Line 3601 C++
> spacegameServer-Win64-Debug.exe!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 863 C++
spacegameServer-Win64-Debug.exe!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 604 C++
spacegameServer-Win64-Debug.exe!FObjectReplicator::ReceivedBunch(FInBunch & Bunch, const FReplicationFlags & RepFlags, bool & bOutHasUnmapped) Line 679 C++
spacegameServer-Win64-Debug.exe!UActorChannel::ReceivedBunch(FInBunch & Bunch) Line 1489 C++
spacegameServer-Win64-Debug.exe!UChannel::ReceivedSequencedBunch(FInBunch & Bunch) Line 235 C++
spacegameServer-Win64-Debug.exe!UChannel::ReceivedNextBunch(FInBunch & Bunch, bool & bOutSkipAck) Line 511 C++
spacegameServer-Win64-Debug.exe!UChannel::ReceivedRawBunch(FInBunch & Bunch, bool & bOutSkipAck) Line 316 C++
spacegameServer-Win64-Debug.exe!UNetConnection::ReceivedPacket(FBitReader & Reader) Line 1027 C++
spacegameServer-Win64-Debug.exe!UNetConnection::ReceivedRawPacket(void * InData, int Count) Line 496 C++
spacegameServer-Win64-Debug.exe!UIpNetDriver::TickDispatch(float DeltaTime) Line 278 C++
spacegameServer-Win64-Debug.exe!TBaseUObjectMethodDelegateInstance_OneParam<UNetDriver const ,void,float>::Execute(float InParam1) Line 624 C++
spacegameServer-Win64-Debug.exe!TBaseUObjectMethodDelegateInstance_OneParam<UNetDriver const ,void,float>::ExecuteIfSafe(float InParam1) Line 654 C++
spacegameServer-Win64-Debug.exe!TBaseMulticastDelegate_OneParam<void,float>::Broadcast(float InParam1) Line 1815 C++
spacegameServer-Win64-Debug.exe!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1031 C++
spacegameServer-Win64-Debug.exe!UGameEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 897 C++
spacegameServer-Win64-Debug.exe!FEngineLoop::Tick() Line 2091 C++
spacegameServer-Win64-Debug.exe!EngineTick() Line 53 C++
spacegameServer-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 135 C++
spacegameServer-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 196 C++
Error in log:
[2014.06.24-15.58.11:198][847]LogNet:Error: ReceivedBunch: RPC_GetLastFailedReason: ServerUnmutePlayer_Validate
Anyone have any ideas why this happens? If I use the null onlinesubsystem everything works fine…
Cheers,