I have built a dedicated Win64 server from source but when I connect to it from a binary client I get:
LogNet: NotifyControlMessage: Client connecting with invalid version. LocalNetworkVersion: -787236881, RemoteNetworkVersion: 1753213911
Looking at the engine code in FNetworkVersion::GetLocalNetworkVersion() I can see that there are several steps in the checksum. The logs also show several differences:
Win 64 Client 4.13.2 Binary/Launcher:
LogNetVersion: GetLocalNetworkVersion: CL: 3106830, ProjectName: tpgame, ProjectVersion: , EngineNetworkVersion: 1, GameNetworkVersion: 0, NetworkChecksum: 3397612231
Win 64 Server 4.13.2-release tag. Github source:
LogNetVersion: GetLocalNetworkVersion: CL: 0, ProjectName: tpgame, ProjectVersion: 1.0.0.0, EngineNetworkVersion: 1, GameNetworkVersion: 0, NetworkChecksum: 3507730415
So why is the “ENGINE_NET_VERSION”/“BUILT_FROM_CHANGELIST” different in a binary and source engine?
I also seem to have lost “ProjectVersion” in the binary build but found it again in the source build. Where was it hiding, and how do I bring back in the binary build?