Can't Connect Client To Server After Disconnect

Hello,

I currently have a two server setup that a client connects to: the login server for login purposes, then is transferred to the lobby server to do lobby things. The client is transferred to each server using ClientTravel(); When I run both of the servers on my development machine everything works flawlessly and I can connect multiple clients at one time no problem. However, when I put the servers on my Windows Server box I can only get one client to connect. When they are transfereed to the Lobby no one else can connect to the Login. And if the client disconnects from the Lobby no one can connect to the Lobby or Login. Below is the standard connect messages that are good, and then one that isn’t. Any idea why this is happening on the Windows Server Machine and not the development one?

I also should note that I have cooked and packaged the builds.

Good Connection:

[2015.05.27-06.50.37:712] 0]LogLoad: Full Startup: 0.80 seconds (BP compile: 0.00 seconds)
[2015.05.27-06.50.49:791][361]LogNet: NotifyAcceptingConnection: Server Login accept
[2015.05.27-06.50.49:791][361]LogNet: Open Login 05/27/15 01:50:49 secret
[2015.05.27-06.50.49:792][361]LogNet: Added client connection. Remote address = secret:65104
[2015.05.27-06.50.49:792][361]LogNet: NotifyAcceptingChannel Control 0 server World /Game/Maps/Login.Login: Accepted
[2015.05.27-06.50.49:792][361]LogNet: Remote platform little endian=1
[2015.05.27-06.50.49:793][361]LogNet: This platform little endian=1
[2015.05.27-06.50.49:793][361]LogNet: GetLocalNetworkVersion: GEngineNetVersion: 0, ProjectName: virtualtabletop, ProjectVersion: 0.0001, InternalProtocolVersio
n: 8, LocalNetworkVersion: 4161786200
[2015.05.27-06.50.49:824][362]LogNet: Login request: /Game/Maps/GameStart userId: Invalid
[2015.05.27-06.50.49:858][363]LogNet: Client netspeed is 10000
[2015.05.27-06.50.49:956][366]LogNet: Join request: /Game/Maps/GameStart?SplitscreenCount=1
[2015.05.27-06.50.49:956][366]LogGameMode: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
[2015.05.27-06.50.49:958][366]LogNet: Join succeeded: 256

Bad Connection:

[2015.05.27-06.47.43:989] 0]LogLoad: Full Startup: 1.30 seconds (BP compile: 0.00 seconds)
[2015.05.27-06.47.51:271][214]LogNet: NotifyAcceptingConnection: Server Login accept
[2015.05.27-06.47.51:272][214]LogNet: Open Login 05/27/15 01:47:51 secret
[2015.05.27-06.47.51:273][214]LogNet: Added client connection. Remote address = secret:60130
[2015.05.27-06.47.51:274][214]LogNet: NotifyAcceptingChannel Control 0 server World /Game/Maps/Login.Login: Accepted
[2015.05.27-06.47.51:274][214]LogNet: Remote platform little endian=1
[2015.05.27-06.47.51:274][214]LogNet: This platform little endian=1
[2015.05.27-06.47.51:275][214]LogNet: GetLocalNetworkVersion: GEngineNetVersion: 0, ProjectName: virtualtabletop, ProjectVersion: 0.0001, InternalProtocolVersio
n: 8, LocalNetworkVersion: 4161786200

Says connection is accepted in both but it doesn’t complete it from the Windows Server side. I appreciate any ideas.

v/r

Josh

Any ideas on the above?

Create/Use your class which implements UBlueprintFunctionLibrary.
add this CustomNetworkVersioning in CPP:
#include "NetworkVersion.h"
in Constructor:
FNetworkVersion::GetLocalNetworkVersionOverride.BindUObject(this, &SomeClassName::GetServerBuildVersion);

uint32 GetServerBuildVersion() { return 12345; };