Issue when building dedicated server

I haven’t given up on you, don’t worry, I’m just thinking of possible issues. I’m also going to record a tutorial on this topic somewhere in the nearest future.

Could you maybe go over the steps you took to build a server? I would really appreciate it, not only me but people having the same issue. thanks for the help so far :wink:

Thank you :slight_smile: in the meantime I’m going to keep trying. I will post a solution if I find it. A tutorial like that would help so many people :wink:

Hi guys,

I have the exact same issue, and I just realised that when I generate VS project files, it unlinks my new GamenameServer.Target.cs from the solution. Is this happening to you too ?

It could be a new starting point to solve this problem

Hy ,
Thanks for noticing. I have the same issue with the server target that disappears. Looking into this atm. I will post an answer when I find something

I looked at the shootergame example. I noticed there that their isn’t included in their VS even when rebuilding. You also can’t choose server in their VS configuration. So the tutorials is somewhat outdated.

That’s quite annoying… :confused:
I hope a staff member will be able to help us, but for now, I just don’t find a solution

I don’t know about you guys, but its getting disheartening knowing how good this engine really is to be stopped in development by this problem

I’m presuming you have gone through these links as I have without success

Maybe piinecone maybe able to create a video of these steps, there maybe something very small we are just missing and its causing all these issues.

Suggestion for Tutorial would be create a project from either the first person/third person/vehicle as these are the projects I’ve currently tried and make the dedicated server from wither of these.

Pausing the video for compiling I going to take as a given as this can take a fair amount of time.

Keep going peeps, we will get this working somehow and then we can enjoy this amazing engine.

I’m recording a tutorial this weekend. Perhaps this will help.

That would be most helpful, I really appreciate the time and effort.

Hi Allar,
I’m running 64Bit & yes there is a UE4Editor-Cmd.exe in the Binaries\Win64 folder.

You are correct this shouldn’t be a problem for us to develop in this engine. I hope we can all find something that works for everyone. Thanks IanBreeg for taking the time to make a tutorial video :slight_smile:

Is there a UE4Editor-Cmd.exe in your Binaries\Win64 and Binaries\Win32 folders?

Are you running 32-bit or 64-bit?

Tutorial video is up and running. I’m not that experienced in this video-tutorials thing so any feedback is welcomed.

Thanks a lot ! Now I can build my dedicated server !

Really, thanks for taking time to record and upload this video.

Hi IanBreeg,

Much appreciated, This will benefit the entire community,
I have a post on Unreal Answer HUB I will also post here with you credited.

Thank you so much for taking the time.
I will give you some feedback also.

Thank you very much IanBreeg.
Your video helped :smiley:
Now i know what i did wrong.

Thanks you IanBreeg for making a video tutorial.

It explains step by step how to build a dedicated server.
Great job!

Regarding the linux server, I can’t for the life of me figure out why the “Linux” target isn’t available. I can build for win64 and win32, but can’t build for linux. I have the LINUX_ROOT set up properly and I’ve been able to compile the game binary in the editor, but can’t compile server in VS… I’m on 4.7.4 btw, anything I’m missing?

It is for sure too late but, for the record, after creating the target file, you have to drag and drop it alongside the other target files into Visual Studio solution explorer tab. Then close VS, and right click unreal project file to select ‘generate visual studio code files’. After that, you can get into VS and compile the project solution properly.

Didn’t read all posts but, also you must compile Unreal Engine from github’s UE source code, cause Server target compiling is only available from UE compiled from source, not available from Epi Games UE ready to use SDKs