# Development Server compilation and Debuging ...

**URL:** <https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [May 9, 2014, 9:10am UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048 "2014-05-09T09:10:57Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 9, 2014, 9:10am UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/1 "2014-05-09T09:10:57Z")

</div>

Well I’m in the process of setting up connection between the client and server and started working with the source code.  
Working with 4.1 zipped version not forked git. Got the additional zips in as well, all compiles fine, no issues there.  
I have this working and tested in editor mode no issues there. Now tho I’ve setup the Cooked dir’s and then compiled  
Development Server, again no issues there until it actually gets to loading the server up (This is in DEBUG Mode)  
as one of the ways I learn a system is to step thru it in debug mode…

In International.cpp, Line 183:

```auto

        DataDirectory = FPaths::EngineContentDir() / TEXT("Localization");
	if( !FPaths::FileExists(DataDirectory / TEXT("icudt51l.dat")) )
	{
		DataDirectory = FString(FPlatformProcess::BaseDir()) / FPaths::EngineContentDir() / TEXT("Localization");
	}

```

Is failing as the directory it ends up with is incorrect on how its getting the ( FPaths::EngineContentDir() )  
It is close, it has gone Up dir …/…/ correctly, but is missing the names where the (engine/) dir is located  
which is (Unreal4/UnrealEngine-4.1), but during debug, this part is not in the path…

Ends up: C:\Development\EWProjects(game)…\engine (etc)  
Where as it should be: C:\Development\EWProjects\Unreal4\UnrealEngine-4.1…\engine (etc)  
notice the missing (game) in the correct dir…

I have the two sitting side by side,  
(root drive)\game  
(root drive)\Unreal4\UnrealEngine-4.1

This causes it assert not suprisingly.

So the big question:  
Is compilation an issue for dedicated server versions still?  
I have (i think) got my (game)server.target.cs build file correct.  
I am using a code base customized from the original shootergame for testing and learning…

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**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 9, 2014, 9:26am UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/2 "2014-05-09T09:26:05Z")

</div>

two additional notes on this…  
The cooked dir is the following:  
(root dev dir)(game)\Saved\Sandboxes\Cooked-WindowsNoEditor  
(root dev dir)(game)\Saved\Sandboxes\Cooked-WindowsServer

Interestingly, the cooking only creates the content in the \Cooked-WindowsNoEditor  
So I copied that over the auto created \Cooked-WindowsServer

I also noticed that the \engine\Content\Localization was not in the client dir so I copied that over from the source dir

This resolved the issue with finding: icudt51l.dat which started this post as that was where it failed.  
Instead I now get a :  
unrealengine-4.1\engine\source\runtime\core\public emplates\SharedPointer.h(195): Assertion failed: InRawPtrProxy.Object != NULL  
from here:

> [@](#):
>
> namespace  
> {  
> TSharedRef\<const icu::Collator\> CreateCollator( const icu::Locale& ICULocale )  
> {  
> UErrorCode ICUStatus = U\_ZERO\_ERROR;  
> return MakeShareable( icu::Collator::createInstance( ICULocale, ICUStatus ) );  
> }

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**Author:** ![anonymous\_user\_1212dc72](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_1212dc72](https://forums.unrealengine.com/u/anonymous_user_1212dc72)\
**Post date:** [May 9, 2014, 1:57pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/3 "2014-05-09T13:57:54Z")

</div>

Here’s a tutorial for dedicated servers:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

The problems you describe can be solved by moving the server binary to the binaries directory of the cooked game.

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**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 9, 2014, 2:21pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/4 "2014-05-09T14:21:08Z")

</div>

That would be true for just running the Server, I am discussing running it in debug mode local debugger  
That cannot be done that way unless I connect to the instance after it starts up. Stepping thru the startup is  
very important during intial design with an unfamilair code base. Try running debug mode and you will see what I mean 🙂  
Its configured to start in the project/intermediate dir.  
I have played around with changing the start location to the new directory, but that doesn’t work and  
I have already been reading all those and what is found in the answers/forums.

I have read up also on using the UnRealFrontend but have been unable to successfully Cook the  
server version as talked about in one of the answers posts: [https://answers.unrealengine.com/questions/27802/packaging-and-creating-a-dedicated-server.html](https://answers.unrealengine.com/questions/27802/packaging-and-creating-a-dedicated-server.html)

So yeah, I have been reading all the posts…

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**Author:** ![anonymous\_user\_1212dc72](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_1212dc72](https://forums.unrealengine.com/u/anonymous_user_1212dc72)\
**Post date:** [May 9, 2014, 10:39pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/5 "2014-05-09T22:39:13Z")

</div>

I see, but you can still move the exe to the right place, open the project properties in Visual Studio, go to “Debugging”, set the “Command” field to “C:\path o\your\server.exe” and “Working Directory” to the same directory and start debugging.

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**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 10, 2014, 10:13am UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/6 "2014-05-10T10:13:42Z")

</div>

Yep, and that isn’t the problem. I get it to load and use the Cooked content I created. I get it started in Debug mode  
THEN it asserts due to localization issues… That is the issue, not the location of the Exe file.

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**Author:** ![anonymous\_user\_1212dc72](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_1212dc72](https://forums.unrealengine.com/u/anonymous_user_1212dc72)\
**Post date:** [May 10, 2014, 12:29pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/7 "2014-05-10T12:29:30Z")

</div>

Weird, I just tested it a second time in debug mode and it doesn’t assert for me.  
I know that assert occurs when the exe is not in the right location or the working directory isn’t set correctly, that’s all I can say.  
Also, I start the server without any uproject file, just with -debug.

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**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 10, 2014, 2:23pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/8 "2014-05-10T14:23:56Z")

</div>

Okay… so if ya got it working lets see what I did different…  
I started with the Original ShooterGame Project, was 4.0, updated to 4.1 and redid all my current files to the changes  
in the sample project for 4.1 as all my files are renamed and modified… It runs fine in editor.

I then Uninstalled the Original launcher code app and setup just the 4.1 source files from zip and recompiled the engine.  
I then switched (using the switcher application) in engine binaries dir to 4.1

I removed the Launcher app as it was giving me conflicts with using both and so this was easiest way to go for the moment.

I then rebuilt my vc files from the updated engine source by right click project-\>generate…

I then built the Development Editor… Runs fine, allows me to run standalone or in editor window.

I then selected Development Server as the configuration and made sure my project was set to that and set to x64  
I only build the project not the whole engine files as they should not need to be rebuilt (so build project not solution).

I then load the project and cook the contents.  
When I then click on local windows debugger with no changes it then fails 🙂

I suspect you have done this differently 🙂

Also I just tried this again with a clean setup (removed all built binaries for game)  
I did the cooking, it creates the following dir:  
(projectdir)\saved\sandboxes\Cooked-WindowsNoEditor

When I then run debug with JUST -debug removing the “$(SolutionDir)$(SolutionName).uproject” from the front part of line  
I still get the missing Localisaztion file path assert…  
Localization dir IS NOT in the Cooked-WindowsNoEditor dir

I can run it in Debug mode for Developer Editor no problem and as long as I don’t run it standalone I can debug it then.

I also tried the DebugGame Server Configuration. Same result.  
I am also going to try this as DebugGame Client next just to test it.

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**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 10, 2014, 2:32pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/9 "2014-05-10T14:32:18Z")

</div>

the main thing to know here is I am using the default setup for debugging that utilizes the sandbox dir  
by just cooking the content not cooking for release so it is suppose to use the SandBox dir, which when doing the  
editor, it does use it. If I don’t create the Cooked contents, it properly complains that they haven’t been created.

(edit)  
Just tested the DebugGame Client… This one fails as does server with no localization found …☹  
And for good measure I’m going back to the base original shootergame and testing that one the same way.

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**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 10, 2014, 3:21pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/10 "2014-05-10T15:21:24Z")

</div>

well, at least I know it wasn’t me 🙂  
Just took the basic original ShooterGame 4.1, compiled it (Development Editor)  
Ran editor, tested in editor window…  
Cooked the Files (not packaged), then compiled Development Server x64 and got the same assert  
DataDirectory L"C:/Users/mythic/Documents/Unreal Projects/Shooter Game 4.1/Binaries/Win64/…/…/…/Engine/Content/Localization"  
Is not there 🙂

(edit)  
Reminder… The Sandbox Dir is the one being used, not a packaged dir  
It is NOT copying the Localization dir from the Source Engine, (UnZipped source dir has it), dir to the cooked dir

Another thing I’ve noticed in the ShooterGame is the Error:  
LogPackageName:Error: DoesPackageExist: DoesPackageExist FAILED: ‘/game’ is not a standard unreal filename or a long path name

Which has carried over to my verison and I cannot find Where is setting that and causing the error _sigh_  
The best I can figure from log is here…  
LogInit: Build Configuration: Development  
LogInit: Branch Name: UE4  
LogInit: Command line: /game

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**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 10, 2014, 4:01pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/11 "2014-05-10T16:01:03Z")

</div>

I’ll figure this out yet…  
For further testing I’ve created the simple FPP c++ project with sample content.  
Compiled Development Editor, Ran Editor, tested in Viewport, Cooked sandbox, Compiled Development Client, Ran Local Debuger…

Bam: Localization Error lol  
C:\Development\Unreal4\UnrealEngine-4.1\Engine\Source\Runtime\Core\Private\Internationalization\Internationalization.cpp(188): Assertion failed: FPaths::FileExists(DataDirectory / TEXT(“icudt51l.dat”))

As the Localization Dir has again NOT been created in the Sandbxo…  
This is with absolutely No Changes to defaults

Interestingly:  
LogInit: Compiled (64-bit): May 7 2014 10:56:37  
LogInit: Build Configuration: Development  
LogInit: Branch Name: UE4  
LogInit: Command line:  
LogInit: Base directory: C:/Development/Unreal4/UnrealEngine-4.1/Engine/Binaries/Win64/

The base creation does not add the /game to command line, and that command line is nowhere  
that I can find withing the project or files… I’ve done a in-depth serach of all files and manually  
checked every setting in the project.

(I should always use spell check lol)

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**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 10, 2014, 4:10pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/12 "2014-05-10T16:10:08Z")

</div>

Heres another test of that same Project with the Exe moved to the sandbox dir…

> [@](#):
>
> Log file open, 05/10/14 17:08:01  
> LogInit:Display: No sandbox specified, assuming …/…/…/TestFPP/Saved/Sandboxes/Cooked-WindowsNoEditor  
> LogWindows:Error: appError called: Assertion failed: FPaths::FileExists(DataDirectory / TEXT(“icudt51l.dat”)) [File:C:\Development\Unreal4\UnrealEngine-4.1\Engine\Source\Runtime\Core\Private\Internationalization\Internationalization.cpp] [Line: 188]
> 
> Stack:  
> FWindowsPlatformStackWalk::StackWalkAndDump() 0x3fcbccc6 + 0 bytes [File=c:\development\unreal4\unrealengine-4.1\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in C:\Users\mythic\Documents\Unreal Projects\TestFPP\Binaries\Win64\TestFPP.exe]  
> FDebug::AssertFailed() 0x3fb43b38 + 0 bytes [File=c:\development\unreal4\unrealengine-4.1\engine\source\runtime\core\private\misc\outputdevice.cpp:176] [in C:\Users\mythic\Documents\Unreal Projects\TestFPP\Binaries\Win64\TestFPP.exe]  
> FInternationalization::Initialize() 0x3fab9462 + 0 bytes [File=c:\development\unreal4\unrealengine-4.1\engine\source\runtime\core\private\internationalization\internationalization.cpp:189] [in C:\Users\mythic\Documents\Unreal Projects\TestFPP\Binaries\Win64\TestFPP.exe]  
> FInternationalization::Get() 0x3faadd34 + 0 bytes [File=c:\development\unreal4\unrealengine-4.1\engine\source\runtime\core\private\internationalization\internationalization.cpp:38] [in C:\Users\mythic\Documents\Unreal Projects\TestFPP\Binaries\Win64\TestFPP.exe]  
> FEngineLoop::AppInit() 0x3f9f0db4 + 5 bytes [File=c:\development\unreal4\unrealengine-4.1\engine\source\runtime\launch\private\launchengineloop.cpp:2218] [in C:\Users\mythic\Documents\Unreal Projects\TestFPP\Binaries\Win64\TestFPP.exe]  
> FEngineLoop::PreInit() 0x3f9fb937 + 0 bytes [File=c:\development\unreal4\unrealengine-4.1\engine\source\runtime\launch\private\launchengineloop.cpp:895] [in C:\Users\mythic\Documents\Unreal Projects\TestFPP\Binaries\Win64\TestFPP.exe]  
> GuardedMain() 0x3f9f617b + 15 bytes [File=c:\development\unreal4\unrealengine-4.1\engine\source\runtime\launch\private\launch.cpp:111] [in C:\Users\mythic\Documents\Unreal Projects\TestFPP\Binaries\Win64\TestFPP.exe]  
> GuardedMainWrapper() 0x3f9f628a + 5 bytes [File=c:\development\unreal4\unrealengine-4.1\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] [in C:\Users\mythic\Documents\Unreal Projects\TestFPP\Binaries\Win64\TestFPP.exe]  
> WinMain() 0x3fa01957 + 17 bytes [File=c:\development\unreal4\unrealengine-4.1\engine\source\runtime\launch\private\windows\launchwindows.cpp:207] [in C:\Users\mythic\Documents\Unreal Projects\TestFPP\Binaries\Win64\TestFPP.exe]  
> \_\_tmainCRTStartup() 0x41c8c8bd + 21 bytes [File=f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] [in C:\Users\mythic\Documents\Unreal Projects\TestFPP\Binaries\Win64\TestFPP.exe]  
> Address = 0x776d652d (filename not found) [in C:\Windows\system32\kernel32.dll]  
> Address = 0x77a5c541 (filename not found) [in C:\Windows\SYSTEM32  
> tdll.dll]  
> Address = 0x77a5c541 (filename not found) [in C:\Windows\SYSTEM32  
> tdll.dll]
> 
> LogWindows:Error: Windows GetLastError: The handle is invalid. (0)  
> LogWindows: === Critical error: ===

So it is correctly using the sandbox dir it is in…  
Sadly it has Locked the Starting dir to the binaries dir even tho this was started from a copy in the sandbox dir.

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**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 10, 2014, 4:39pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/13 "2014-05-10T16:39:36Z")

</div>

hmm, I hate any errors but this is unusual…  
I have finally found where it is setting it but not how to change it.

In SSessionLauncherPreviewPage.cpp (Engine Source) we have the following:

> [@](#):
>
> - SVerticalBox::Slot()  
> .AutoHeight()  
> .Padding(0.0f, 8.0f, 0.0f, 0.0f)

This is part of the // launch section  
But in the Editor I am unable to locate that Menu item anywhere in the editor settings so far… been looking hard.

(edit)  
Argh… Its a default setting somewhere, once I started a Full Packaging of the TestFPP the error returned.  
I suspect I have run the Launcher app seperate from the editor to get at it.

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**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 10, 2014, 5:15pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/14 "2014-05-10T17:15:25Z")

</div>

Alrite… My head hurts _sigh_  
I have looked and still havent found where it is setting “/game” (Notice lowercase) for any of the projects.  
I have loaded up the Game Launcher app and gone thru it… The Launch section has the Command Line: \<empty\>

Yet it is setting a default: “/game” in it when it cooks. Something is wrong with the settings and thankfully  
it aint me…

Boy they hid that real good… I even searched thru the registry and still havent found it lol  
its got to be something simple in the setup where it builds from pieces as the search features of Express  
and all files cant find 🙂

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**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 10, 2014, 6:10pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/15 "2014-05-10T18:10:02Z")

</div>

still havent found that dogone “/game” setting, at least the correct one…  
There are several points where it uses “/game”, but not sure which one it is…

UnrealVersionSelector.cpp :

> [@](#):
>
> else if (Arguments.Num() == 2 && Arguments[0] == TEXT(“/game”))  
> {  
> // Play a game using the editor executable  
> bRes = LaunchEditor(Arguments[1], L"/game");  
> }  
> else if (Arguments.Num() == 2 && Arguments[0] == TEXT(“/projectfiles”))

(this probably isn’t it as its accessing the registry)  
DesktopPlatformWindows.cpp :

> [@](#):
>
> // HKLM\SOFTWARE\Classes\Unreal.ProjectFile\shell\run  
> FRegistryKey \*ShellRunKey = ShellKey-\>FindOrAddKey(TEXT(“run”));  
> ShellRunKey-\>SetValue(TEXT(“”), TEXT(“Launch game”));  
> ShellRunKey-\>SetValue(TEXT(“Icon”), QuotedExecutableFileName);  
> ShellRunKey-\>FindOrAddKey(L"command")-\>SetValue(TEXT(“”), QuotedExecutableFileName + FString(TEXT(" /game "%1"")));

But I was able to Cook for “windows” and run the DebugGame Client and then attach after starting it in the correct dir.  
This was done using the Launcher app to do the advanced build without deploying it.

Running it from VC it keeps setting the default startup wrong and trying to run from intermediate…..(etc) instead of using  
the Values I put in. This means the NMake values are holding the local project settings and overriding the project properties.  
I so love when you have extremely complex build configurations that interfere with what would be considered standard setups _sigh_

So the VC configuration setup by the unreal build system is the cause of the Localization issue, not anything I’ve done.  
This interferes with doing a full debug as you have to start it manually then attach, makes it hard to catch startup issues.

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**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 10, 2014, 6:59pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/16 "2014-05-10T18:59:46Z")

</div>

well, I still am havin issues starting the server/client in debug mode, but I am able to compile/launch the dedicated  
server basically.  
It runs in headless mode and listens on the Lan IP mode allowing attempts to connect by local lan ip (not by 127.0.0.1)  
but I still really prefer to start it in debug mode. Not happy at all…

Also the Launcher gives me the complaint when doing it just from the Launcher app or from within the editor…  
Settings are for Windows (not window server / windows client) as both those fails to build:

> [@](#):
>
> Running AutomationTool… Program.Main: Running on WindowsHostPlatform Program.Main: Executed from AutomationToolLauncher (C:\Users\mythic\AppData\Local\assembly\dl3\L1AG9ME1.HNV\VH3B6K3N.K2Y\8fc6cf8d\8eee7c08\_8a6bcf01\AutomationTool.exe) Program.Main: CWD=C:\Development\Unreal4\UnrealEngine-4.1\Engine\Binaries\DotNET Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=C:/Development/EWProjects/EwClientFps/EwClientFps.uproject -noP4 -platform=Win64 -clientconfig=Debug -serverconfig=Debug -nocompile -build -skipcook -NoCompile Automation.Process: IsBuildMachine=False Automation.Process: ShouldKillProcesses=True Automation.Process: Setting up command environment  
> …  
> LogPackageDependencyInfo:Display: Package Info not found for  
> …  
> LogCookCommandlet:Display: Failed to find depedency timestamp for:  
> …  
> Platform.Deploy: WARNING: Win64 does not implement Deploy…  
> …

Those 3 warnings will have to be cleared up. More to learn I guess.  
Altho the the one about deploy makes me suspicous setting it to Windows maybe the cause?

Even more annoying is that if I redo the cooking it deletes out the Server exe I copied in ☹

---

<div class="post-metadata">

**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 10, 2014, 7:16pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/17 "2014-05-10T19:16:46Z")

</div>

Current state of where I am at…

> [@](#):
>
> LogInit: Version: 4.1.0-0+UE4  
> LogInit: Compiled (64-bit): May 10 2014 18:22:38  
> LogInit: Build Configuration: Debug  
> LogInit: Branch Name: UE4  
> LogInit: Command line: Sector0 -server -log  
> LogInit: Base directory: C:/Development/EWProjects/EwClientFps/Saved/StagedBuilds/WindowsNoEditor/EwClientFps/Binaries/Win64/  
> LogInit: Rocket: 0  
> [2014.05.10-19.12.03:507] 0]LogTaskGraph: Started task graph with 3 named threads and 4 total threads.  
> [2014.05.10-19.12.03:537] 0]LogOnline:Verbose: NULL: Created thread (ID:4232).  
> [2014.05.10-19.12.03:538] 0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467  
> [2014.05.10-19.12.03:542] 0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.  
> [2014.05.10-19.12.03:568] 0]LogInit: Object subsystem initialized  
> [2014.05.10-19.12.03:577] 0]LogInit: Selected Device Profile: [WindowsServer]  
> [2014.05.10-19.12.03:577] 0]LogInit: Applying CVar settings loaded from the selected device profile: [WindowsServer]  
> [2014.05.10-19.12.03:590] 0]LogInit: Computer: DEVELOPII  
> [2014.05.10-19.12.03:590] 0]LogInit: User: mythic  
> [2014.05.10-19.12.03:590] 0]LogInit: CPU Page size=4096, Cores=3  
> [2014.05.10-19.12.03:590] 0]LogInit: High frequency timer resolution =3.429394 MHz  
> [2014.05.10-19.12.03:591] 0]LogMemory: Memory total: Physical=7.9GB (8GB approx) Virtual=8192.0GB  
> [2014.05.10-19.12.03:591] 0]LogMemory: Platform Memory Stats for WindowsServer  
> [2014.05.10-19.12.03:592] 0]LogMemory: Process Physical Memory: 56.18 MB used, 56.18 MB peak  
> [2014.05.10-19.12.03:592] 0]LogMemory: Process Virtual Memory: 41.03 MB used, 41.16 MB peak  
> [2014.05.10-19.12.03:592] 0]LogMemory: Physical Memory: 5127.00 MB used, 8092.41 MB total  
> [2014.05.10-19.12.03:592] 0]LogMemory: Virtual Memory: 220.27 MB used, 8388608.00 MB total  
> [2014.05.10-19.12.04:009] 0]LogPhysics:Warning: PHYSX: …..\module\clothing\src\ModuleClothing.cpp (396) 2 : physx::apex::clothing::ModuleClothing::ModuleClo  
> thing: Failed to load the GPU dll ‘APEX\_ClothingGPUPROFILE\_x64.dll’  
> [2014.05.10-19.12.06:060] 0]LogObj: 20932 objects as part of root set at end of initial load.  
> [2014.05.10-19.12.06:061] 0]LogUObjectAllocator: 4982384 out of 0 bytes used by permanent object pool.  
> [2014.05.10-19.12.06:072] 0]LogEngine: Initializing Engine…  
> [2014.05.10-19.12.06:073] 0]OCULUS: OVR::DeviceManager - initialized.  
> [2014.05.10-19.12.06:121] 0]OCULUS: OVR::DeviceManagerThread - running (ThreadId=0x144C).  
> [2014.05.10-19.12.06:121] 0]LogHMD:Warning: No Oculus HMD detected!  
> [2014.05.10-19.12.06:122] 0]LogHMD:Warning: No Oculus Sensor detected!  
> [2014.05.10-19.12.06:123] 0]LogHMD: Oculus Latency Tester not found.  
> [2014.05.10-19.12.06:146] 0]OCULUS: OVR::DeviceManager - shutting down.  
> [2014.05.10-19.12.06:146] 0]OCULUS: OVR::DeviceManagerThread - exiting (ThreadId=0x144C).  
> [2014.05.10-19.12.06:146] 0]LogHMD: Oculus shutdown.  
> [2014.05.10-19.12.06:173] 0]LogInit: Texture streaming: Disabled  
> [2014.05.10-19.12.06:181] 0]LogConsoleResponse:Display:  
> [2014.05.10-19.12.06:358] 0]LogConsoleResponse:Display: GraphicsQuality 1  
> [2014.05.10-19.12.06:425] 0]LogPackageName: SearchForPackageOnDisk took 0.052s to resolve Sector0  
> [2014.05.10-19.12.06:425] 0]LogNet: Browse: /Game/Maps/Sector0?Name=FreshMeat  
> [2014.05.10-19.12.06:426] 0]LogLoad: LoadMap: /Game/Maps/Sector0?Name=FreshMeat  
> [2014.05.10-19.12.06:505] 0]LogMemory: Platform Memory Stats for WindowsServer  
> [2014.05.10-19.12.06:505] 0]LogMemory: Process Physical Memory: 114.88 MB used, 134.93 MB peak  
> [2014.05.10-19.12.06:506] 0]LogMemory: Process Virtual Memory: 94.71 MB used, 147.37 MB peak  
> [2014.05.10-19.12.06:506] 0]LogMemory: Physical Memory: 5202.57 MB used, 8092.41 MB total  
> [2014.05.10-19.12.06:507] 0]LogMemory: Virtual Memory: 313.96 MB used, 8388608.00 MB total  
> [2014.05.10-19.12.06:508] 0]LogMemory:  
> [2014.05.10-19.12.06:509] 0]LogMemory: Allocator Stats for binned:  
> [2014.05.10-19.12.06:510] 0]LogMemory: Current Memory 71.28 MB used, plus 8.85 MB waste  
> [2014.05.10-19.12.06:510] 0]LogMemory: Peak Memory 131.04 MB used, plus 4.32 MB waste  
> [2014.05.10-19.12.06:510] 0]LogMemory: Current OS Memory 80.13 MB, peak 135.36 MB  
> [2014.05.10-19.12.06:511] 0]LogMemory: Current Waste 1.60 MB, peak 3.20 MB  
> [2014.05.10-19.12.06:511] 0]LogMemory: Current Used 71.28 MB, peak 131.04 MB  
> [2014.05.10-19.12.06:512] 0]LogMemory: Current Slack 7.25 MB  
> [2014.05.10-19.12.06:512] 0]LogMemory: Allocs 141949 Current / 1257309 Total  
> [2014.05.10-19.12.06:513] 0]LogMemory:  
> [2014.05.10-19.12.06:513] 0]LogMemory: Block Size Num Pools Max Pools Cur Allocs Total Allocs Min Req Max Req Mem Used Mem Slack Mem Waste Efficiency  
> [2014.05.10-19.12.06:514] 0]LogMemory: ---------- --------- --------- ---------- ------------ ------- ------- -------- --------- --------- ----------  
> [2014.05.10-19.12.06:514] 0]LogMemory: 8 0 0 0 0 8 0 0K 0K 0K 100.00%  
> [2014.05.10-19.12.06:515] 0]LogMemory: 16 8 8 13754 123775 16 16 214K 298K 0K 100.00%  
> [2014.05.10-19.12.06:515] 0]LogMemory: 32 16 16 17673 124167 32 32 552K 472K 0K 100.00%  
> [2014.05.10-19.12.06:516] 0]LogMemory: 48 16 16 16726 82266 48 48 784K 240K 0K 100.00%  
> [2014.05.10-19.12.06:516] 0]LogMemory: 64 14 14 11999 91549 64 64 749K 147K 0K 100.00%  
> [2014.05.10-19.12.06:517] 0]LogMemory: 80 7 7 4195 72868 80 80 327K 121K 0K 100.00%  
> [2014.05.10-19.12.06:517] 0]LogMemory: 96 13 13 7599 77346 96 96 712K 120K 0K 100.00%  
> [2014.05.10-19.12.06:518] 0]LogMemory: 112 5 5 2700 32852 112 112 295K 25K 0K 100.00%  
> [2014.05.10-19.12.06:518] 0]LogMemory: 128 27 27 12907 48186 128 128 1613K 115K 0K 100.00%  
> [2014.05.10-19.12.06:519] 0]LogMemory: 160 16 16 4701 94012 144 160 734K 289K 33K 96.78%  
> [2014.05.10-19.12.06:519] 0]LogMemory: 192 29 29 9684 214680 176 192 1815K 40K 38K 97.95%  
> [2014.05.10-19.12.06:520] 0]LogMemory: 224 8 8 1885 102823 208 224 412K 99K 17K 96.68%  
> [2014.05.10-19.12.06:520] 0]LogMemory: 256 17 25 3875 67006 240 256 968K 120K 28K 97.43%  
> [2014.05.10-19.12.06:521] 0]LogMemory: 288 5 5 662 27129 272 288 186K 134K 6K 98.13%  
> [2014.05.10-19.12.06:521] 0]LogMemory: 320 8 8 1385 19226 304 320 432K 78K 11K 97.85%  
> [2014.05.10-19.12.06:522] 0]LogMemory: 384 68 68 11358 21517 336 384 4259K 76K 469K 89.22%  
> [2014.05.10-19.12.06:522] 0]LogMemory: 448 11 11 1503 4893 400 448 657K 46K 43K 93.89%  
> [2014.05.10-19.12.06:523] 0]LogMemory: 512 61 61 7736 12975 464 512 3868K 36K 165K 95.77%  
> [2014.05.10-19.12.06:523] 0]LogMemory: 576 6 6 217 2951 528 576 122K 260K 8K 97.92%  
> [2014.05.10-19.12.06:524] 0]LogMemory: 640 2 2 90 581 592 640 56K 72K 2K 98.44%  
> [2014.05.10-19.12.06:525] 0]LogMemory: 704 15 15 1340 1867 656 704 921K 39K 46K 95.21%  
> [2014.05.10-19.12.06:525] 0]LogMemory: 768 31 31 2567 4767 720 768 1925K 52K 48K 97.58%  
> [2014.05.10-19.12.06:525] 0]LogMemory: 896 22 22 1503 1961 784 896 1315K 91K 22K 98.44%  
> [2014.05.10-19.12.06:526] 0]LogMemory: 1024 6 36 64 2365 912 1024 64K 320K 1K 99.74%  
> [2014.05.10-19.12.06:526] 0]LogMemory: 1168 10 67 133 3960 1040 1168 151K 488K 10K 98.44%  
> [2014.05.10-19.12.06:527] 0]LogMemory: 1360 34 38 1310 4079 1184 1360 1739K 429K 150K 93.11%  
> [2014.05.10-19.12.06:527] 0]LogMemory: 1632 16 23 190 1736 1376 1632 302K 718K 14K 98.63%  
> [2014.05.10-19.12.06:528] 0]LogMemory: 2048 6 8 77 870 1648 2048 154K 230K 14K 96.35%  
> [2014.05.10-19.12.06:528] 0]LogMemory: 2336 89 89 2444 5425 2064 2336 5575K 110K 597K 89.52%  
> [2014.05.10-19.12.06:529] 0]LogMemory: 2720 4 5 24 578 2352 2720 63K 192K 3K 98.83%  
> [2014.05.10-19.12.06:530] 0]LogMemory: 3264 70 71 1231 3512 2736 3264 3923K 540K 251K 94.40%  
> [2014.05.10-19.12.06:530] 0]LogMemory: 4096 7 17 69 1411 3280 4096 276K 172K 28K 93.75%  
> [2014.05.10-19.12.06:531] 0]LogMemory: 4672 5 14 22 1660 4112 4672 100K 220K 4K 98.75%  
> [2014.05.10-19.12.06:531] 0]LogMemory: 5456 4 12 19 382 4688 5456 101K 155K 7K 97.27%  
> [2014.05.10-19.12.06:532] 0]LogMemory: 6544 5 8 29 190 5488 6528 185K 135K 15K 95.31%  
> [2014.05.10-19.12.06:532] 0]LogMemory: 8192 5 11 20 203 6560 8192 160K 160K 17K 94.69%  
> [2014.05.10-19.12.06:533] 0]LogMemory: 9360 5 11 28 181 8208 9360 255K 65K 16K 95.00%  
> [2014.05.10-19.12.06:534] 0]LogMemory: 10912 3 5 10 62 9408 10768 106K 86K 6K 96.88%  
> [2014.05.10-19.12.06:534] 0]LogMemory: 13104 4 4 16 57 11008 13056 204K 52K 14K 94.53%  
> [2014.05.10-19.12.06:535] 0]LogMemory: 16384 3 3 10 71 13120 16384 160K 32K 20K 89.58%  
> [2014.05.10-19.12.06:535] 0]LogMemory: 21840 9 18 14 233 16400 21840 298K 278K 34K 94.10%  
> [2014.05.10-19.12.06:536] 0]LogMemory: 32768 12 13 21 90 22048 32640 672K 96K 137K 82.16%  
> [2014.05.10-19.12.06:537] 0]LogMemory:  
> [2014.05.10-19.12.06:537] 0]LogMemory: 44928K allocated in pools (with 7448K slack and 2274K waste). Efficiency 94.94%  
> [2014.05.10-19.12.06:538] 0]LogMemory: Allocations 141791 Current / 1256463 Total (in 702 pools)  
> [2014.05.10-19.12.06:539] 0]LogMemory:  
> [2014.05.10-19.12.09:109] 0]LogWorld: Game class is ‘EwClientFps\_TeamDeathMatch’  
> [2014.05.10-19.12.09:110] 0]LogSockets:Warning: Failed to create socket SessionSocket [Unreal]  
> [2014.05.10-19.12.09:112] 0]LogInit: WinSock: Socket queue 131072 / 131072  
> [2014.05.10-19.12.09:114] 0]LogInit: WinSock: I am DevelopII (192.168.0.4:0)  
> [2014.05.10-19.12.09:114] 0]LogNet: GameNetDriver IpNetDriver\_0 IpNetDriver listening on port 7777  
> [2014.05.10-19.12.09:323] 0]LogWorld:Warning: \*\*\* WARNING - PATHS MAY NOT BE VALID \*\*\*  
> [2014.05.10-19.12.09:324] 0]LogWorld: Bringing World /Game/Maps/Sector0.Sector0 up for play (max tick rate 30) at 2014.05.10-20.12.09  
> [2014.05.10-19.12.09:324] 0]LogOnline:Warning: NULL: AutoLogin missing LOGIN=\<login id\>.  
> [2014.05.10-19.12.09:352] 0]LogWorld: Bringing up level for play took: 0.234497  
> [2014.05.10-19.12.09:353] 0]LogInit:Display: Game Engine Initialized.  
> [2014.05.10-19.12.09:354] 0]LogLoad: Full Startup: 6.96 seconds (BP compile: 0.00 seconds)  
> [2014.05.10-19.12.41:190][883]LogNet: NotifyAcceptingConnection: Server Sector0 accept  
> [2014.05.10-19.12.41:190][883]LogNet: Open Sector0 05/10/14 20:12:41 192.168.0.4  
> [2014.05.10-19.12.41:191][883]LogNet: Added client connection. Remote address = 192.168.0.4:59494  
> [2014.05.10-19.12.41:192][883]LogNet: NotifyAcceptingChannel Control 0 server World /Game/Maps/Sector0.Sector0: Accepted  
> [2014.05.10-19.12.41:192][883]LogNet: Remote platform little endian=1  
> [2014.05.10-19.12.41:193][883]LogNet: This platform little endian=1  
> [2014.05.10-19.12.41:223][884]LogNet: Login request: /Game/Maps/Sector0?Name=DevelopII-5C989E6D4CEFF0E2868115B2676282DF userId: DevelopII-5C989E6D4CEFF0E2868115  
> B2676282DF  
> [2014.05.10-19.12.41:224][884]LogNet: PreLogin failure: A maximum of ‘0’ splitscreen players are allowed  
> [2014.05.10-19.12.41:226][884]LogNet: UNetConnection::IsClientMsgTypeValid FAILED: (ClientMsgType != ExpectedClientLoginMsgType) Remote Address=192.168.0.4  
> [2014.05.10-19.12.41:228][884]LogNet:Error: IsClientMsgTypeValid FAILED (4): Remote Address = 192.168.0.4  
> [2014.05.10-19.12.41:229][884]LogNet:Error: Failed to read control channel message ‘Netspeed’  
> [2014.05.10-19.12.41:231][884]LogNet:Error: UControlChannel::ReceivedBunch: Failed to read control channel message  
> [2014.05.10-19.12.41:232][884]LogNet: UNetConnection::Close: Name: IpConnection\_0, Driver: GameNetDriver IpNetDriver\_0, Owner: No Owner, RemoteAddr: 192.168.0.4  
> :59494, Time: 2014.05.10-19.12.41  
> [2014.05.10-19.12.41:232][884]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: ControlChannel\_0  
> [2014.05.10-19.12.41:234][884]LogNetTraffic:Error: UChannel::ReceivedRawBunch: Bunch.IsError() after ReceivedNextBunch 1  
> [2014.05.10-19.12.41:234][884]LogNetTraffic:Error: Received corrupted packet data from client 192.168.0.4. Disconnecting.  
> [2014.05.10-19.12.41:256][885]LogNet: UNetConnection::Cleanup: Closing connection. Name: IpConnection\_0, RemoteAddr: 192.168.0.4:59494 [GameNetDriver] [NoPC] [N  
> o Owner] from CleanUp()  
> [2014.05.10-19.12.41:256][885]LogNet: UNetConnection::Close: Already closed. Name: IpConnection\_0  
> [2014.05.10-19.12.41:257][885]LogNet: NotifyAcceptingConnection: Server Sector0 accept  
> [2014.05.10-19.12.41:258][885]LogNet: Open Sector0 05/10/14 20:12:41 192.168.0.4  
> [2014.05.10-19.12.41:259][885]LogNet: Added client connection. Remote address = 192.168.0.4:59494  
> [2014.05.10-19.12.41:262][885]LogNetTraffic:Error: UNetConnection::ReceivedPacket: Received control channel close before open  
> [2014.05.10-19.12.41:263][885]LogNet: UNetConnection::Close: Name: IpConnection\_1, Driver: GameNetDriver IpNetDriver\_0, Owner: No Owner, RemoteAddr: 192.168.0.4  
> :59494, Time: 2014.05.10-19.12.41  
> [2014.05.10-19.12.41:288][886]LogNet: UNetConnection::Cleanup: Closing connection. Name: IpConnection\_1, RemoteAddr: 192.168.0.4:59494 [GameNetDriver] [NoPC] [N  
> o Owner] from CleanUp()  
> [2014.05.10-19.12.41:288][886]LogNet: UNetConnection::Close: Already closed. Name: IpConnection\_1

The last few lines are why I prefer Debug startup… mind you this is very basic and just starting to get it configured properly…  
Haven’t done any real work yet on the socket/udp connection/login, just getting it loading up and running from the base skeleton  
of the original shootergame sample.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_1212dc72](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_1212dc72](https://forums.unrealengine.com/u/anonymous_user_1212dc72)\
**Post date:** [May 11, 2014, 11:51am UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/18 "2014-05-11T11:51:39Z")

</div>

Alright, here’s what I did:

- Package (not cook) ShooterGame for Windows to a directory i named ShooterPackaged
- Compile ShooterGame 4.1 with Debug Server on Win64
- Move ShooterGameServer-Win64-Debug.exe and the pdb to ShooterPackaged\WindowsNoEditor\ShooterGame\Binaries\Win64 (I cannot stress this step enough)
- Open ShooterGame properties, go to “Debugging”
- Set “Command” to C:.…\ShooterPackaged\WindowsNoEditor\ShooterGame\Binaries\Win64\ShooterGameServer-Win64-Debug.exe
- Set “Command Arguments” to “-debug”
- Set “Working Directory” to C:.…\ShooterPackaged\WindowsNoEditor\ShooterGame\Binaries\Win64
- Start debugging
- Get no asserts

It’s really as simple as that, there’s no need to change anything.

---

<div class="post-metadata">

**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 11, 2014, 11:34pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/19 "2014-05-11T23:34:13Z")

</div>

Thats great and defeats the purpose of the designed system with sandboxed cooking…

Plus you left out some information:

Are you using the Binary Launcher 4.1(updated) version or the Source self-compiled version

If the Source compiled, is it from the Zipped source or a clone, if a clone what verison? (Head / 4.1)

Which points to an issue possibly with one of two things:

Cooked/Sandbox has issues with server/client only builds  
OR  
Source compiled 4.1 is having issues that have been fixed in Head version (latest)

Reason I say this as I am using the Source Self-Compiled Zipped 4.1 version

---

<div class="post-metadata">

**Author:** ![SteeleDriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteeleDriver](https://forums.unrealengine.com/u/SteeleDriver)\
**Post date:** [May 11, 2014, 11:42pm UTC](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048/20 "2014-05-11T23:42:21Z")

</div>

which also in reference to the above, I also did attempt moving and changing those settings only to have the NMake  
settings from the build system changing my settings for Working Dir and Exe location to the intermediate dir structure  
thus making it impossible to set those to the correct dir… so even if I did do a “Packaged” it still would fail as the  
Executeable is not found… So yeah, it looks like the current Zipped Source is having a problem.  
Thinking about it, I know they don’t have Server Compile ability setup yet with binary launcher, so which version  
(Clone) are you using?

[Next page](https://forums.unrealengine.com/t/development-server-compilation-and-debuging/4048.md?page=2)
