Can't connect client in the editor to dedicated server

So I was playing with a dedicated server,
I’ve built UE 4.26.2 from source, all ok
I built a dedicator server for windows which runs fine.
I packaged a client which I can run and connects to the dedicator server as expect (I’ve test mulitple clients too and they’re all good)
So now I load my project in the editor (the one built from source)
under play I select play as client .
But when I hit the play button, it connects to the server but the UE editor crashes with this error

Assertion failed: LocalPlayer [File:S:/Development/UnrealEngine/Engine/Source/Runtime/Engine/Private/NetConnection.cpp] [Line: 3694]
UE4Editor_Core!AssertFailedImplV() [S:\Development\UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [S:\Development\UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461]
UE4Editor_Engine!UNetConnection::HandleClientPlayer() [S:\Development\UnrealEngine\Engine\Source\Runtime\Engine\Private\NetConnection.cpp:3694]
UE4Editor_Engine!APlayerController::OnActorChannelOpen() [S:\Development\UnrealEngine\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:1297]
UE4Editor_Engine!UActorChannel::NotifyActorChannelOpen() [S:\Development\UnrealEngine\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:2358]
UE4Editor_Engine!UActorChannel::ProcessBunch()

And in the dedicated server log I get the following
[2021.04.24-14.39.39:541][981]LogNet: Login request: userId: UNKNOWN platform: NULL
[2021.04.24-14.39.39:609][983]LogNet: Client netspeed is 100000
[2021.04.24-14.39.39:609][983]LogNet: Join request: /Game/ThirdPersonCPP/Maps/ServerMap?SplitscreenCount=1
[2021.04.24-14.39.39:614][983]LogNet: Join succeeded: 262
[2021.04.24-14.39.43:952][114]LogNet: UNetConnection::Cleanup: Closing open connection. [UNetConnection] RemoteAddr: 127.0.0.1:58693, Name: IpConnection_2147482395, Driver: GameNetDriver IpNetDriver_2147482569, IsServer: YES, PC: PlayerController_2147482391, Owner: PlayerController_2147482391, UniqueId: INVALID
[2021.04.24-14.39.43:952][114]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 127.0.0.1:58693, Name: IpConnection_2147482395, Driver: GameNetDriver IpNetDriver_2147482569, IsServer: YES, PC: PlayerController_2147482391, Owner: PlayerController_2147482391, UniqueId: INVALID, Channels: 9, Time: 2021.04.24-14.39.43
[2021.04.24-14.39.43:955][114]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:58693, Name: IpConnection_2147482395, Driver: GameNetDriver IpNetDriver_2147482569, IsServer: YES, PC: PlayerController_2147482391, Owner: PlayerController_2147482391, UniqueId: INVALID

I’m sure I’m doing something dumb, but I’m struggling to figure it out.

1 Like

did u ever figure this out?

anyone else know whats going on here? i get the same issue…

What specific online subsystem are you using? Seeing that your UniqueID is returning invalid, perhaps your your Engine.INI and and Game.INI files have conflicting online subsystem configurations? The editor may be trying to interpret a different subsystem. Perhaps your visual studio files on the dedicated server are also doing the same. I’d check all your files in the INIs and visual studio that determine this and make sure they are all compatible with each other. Otherwise, this is one of those “WeIrD IsSuEs” idk lol.

Well I’m not sure I figured it out but effectively I could connect a client running in the editor to a server running outside the editor. if you run both in the editor it works fine, or build both as deployables then it was fine. I didn’t investigate further to be honest