Dedicated server connected with IP address opens later?

Greetings -

I have a strange situation with a client connecting to a dedicated server via OpenLevel() and an IP address. The server is not started at the time the client attempts to connect.

There does not seem to be anything from which when using this method, that there is a way to close the connection attempt, it runs continuously. Then, if the server is started later, the connection is established and you are then sent to the server instantly, no matter what you are doing.

I’ve tried several things after a timeout, including re-loading the current level, opening a connection to 0.0.0.0, destroying the player controller, etc. But for whatever reason, the connection attempt continues until the game is restarted.

Any ideas on a good way to handle this, outside of using specific sessions? Unfortunately, sessions seem to be tricky to find under certain circumstances, so I need to have a direct connection to IP available.

Thanks for any insight on this.

I’m unfortunately no help in that matter, but I find it kind of amusing that it still operates exactly the same way as Unreal 1 did, at least until the connection times out. The timeout is probably longer these days.

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OK so after spending a couple hours tracing through everything, it simply looks like that there is just an issue, or not, and it’s ignoring my override to bNoTimeouts (as ‘?NoTimeouts=false’), which only is something to worry about in development builds, which I guess I didn’t notice before.

So, I tested it and indeed, simply setting the timeout as you would expect in the config and packaging as Shipping, the timeout setting is respected and the connection attempt is closed.