I am trying to build dedicated server for linux on my linux computer.
And at the same time I am trying to build client for windows on my windows computer.
Both Development build.
After all I can’t connect from client to my Linux DS, because
[2016.06.22-18.34.42:684][ 0]LogLoad:
Took 0.080499 seconds to
LoadMap(/Game/Maps/MAPNAME) [9:39]
NotifyControlMessage: Client
connecting with invalid version.
LocalNetworkVersion: 334850937,
RemoteNetworkVersion: 2077486219
(server log)
I am building same version of code on same version of Unreal, but on different PCs, and getting different version number of builds.
The Question is how can get same version of network and same version of build on same code but on differents PCs to compile?
There are a few questions I’d like to ask for additional information and to help me understand and reproduce the problem:
Are you using source builds for both Windows and Linux version of the editor?
If so, were they both downloaded from the same branch at roughly the same time (both from the 4.12 branch one after the other, etc.)?
If you are using the binary version (from the Launcher) for Windows and a source build for Linux, or are using two source builds where the source code was obtained at separate times, it’s possible that there were changes that went into the branch between when you downloaded the second source version that would cause them to have difference engine versions.
Can you try creating a new project on each OS and let me know if you still have problems connecting them?
Also include the setup steps to help me reproduce this issue locally.
Were you able to build the server/client with the same engine versions on both platforms? For tracking purposes I will be marking this as resolved for the time being, if you are still having problems with the server/client feel free to comment and we will continue investigating.
Hello,
we also have the same problem.
LogNet: NotifyControlMessage: Client connecting with invalid version. LocalNetworkVersion: -315694076, RemoteNetworkVersion: 69432638
After all those years, I learned that my mistake was that I was using different engine versions for client and dedicated server, it’s just in 2016 it was hard to have steam dedicated server without some engine modification Aad it was convenient to have vanilla version for client.
So lesson I learned is to use the same engine version to build your client and server. That simple