Issues with PlayFab and GSDK Integration in Unreal Engine 5.5.0 (Blueprints)

I’m currently working on integrating PlayFab and GSDK into my Unreal Engine project (version 5.5.0) using Blueprints, specifically within the Game Instance. While I’ve made some progress, I’m encountering several issues that I can’t seem to resolve. Below are the details of the problems I’m facing, along with screenshots for clarity.

  1. Authentication Works Fine, but GSDK Initialization Crashes the Editor:
  • I am successfully using PlayFab’s authentication system (sign-up, login, and retrieving account information works without any issues).
  • Following the documentation and tutorials, I implemented the Event Init node as shown in Image 1 . However, when I add the Set Default Server Port and Ready For Players nodes, the game crashes immediately upon running in the editor, resulting in a fatal error. What could be causing this issue? Is there something specific I need to configure or check before using these nodes?

  1. Matchmaking Issue: IP and Port Values Are Zero:
  • I am able to send matchmaking requests to the server successfully. However, after receiving the server information (IP and port), both values are returned as 0.
  • In Image 2 , you can see how I’m extracting the server information. Am I using the wrong method to parse or retrieve the IP and port values? If so, what is the correct approach to extract this data?

  1. PlayFab Server Configuration:
  • In PlayFab’s server settings, I have set the server type to Process. For the network configuration, I’ve named it gameport and selected UDP as the protocol (Image 3 ). Are these settings correct? Could incorrect settings here be contributing to the issues I’m experiencing?

I’ve attached three images to illustrate the setup and issues:
Image 1: GSDK initialization setup.
Image 2: Matchmaking response parsing logic.
Image 3: PlayFab server configuration.
I’m using the latest version of the PlayFab plugin for Unreal Engine.

  1. Why does adding the Set Default Server Port and Ready For Players nodes cause the editor to crash?
  2. Why are the IP and port values returned as 0 after a successful matchmaking request?
  3. Are my PlayFab server settings (server type, name, and protocol) configured correctly?

Any guidance or suggestions would be greatly appreciated! Thank you in advance.

Just moved a project to 5.5 that uses playfabgsdk,running into same issue. Did you happen to figure out what is causing this?

For your 1st issue:

This is a known issue with the GSDK plugin, Set Default Server Host Port crashes it, you have 3 option.

1: Disconnect the Set Default Server Host Port from your Init when you test in Editor Window(PIE).

2.try using Standalone Game when test your game, Editor Window(PIE) always going to crash.

  1. (im using this) if it still not good there is an older version of GSDK plugin what works fine with Standalone Game mode, also put a Branch after your Set Playfab Settings with a IsDedicatedServer .

The reason behind this if i remembers right, for the GSDK plugin, the Instance needs to run on the PlayFab servers to work, cannot make it run on your local computer. So whenever you press play the engine tries to open up a local instance for you but its crashes instantly as its not running on PLayFab.

for your 3rd issue:

Use Container Server type, not Process.

i cant help with the 2nd issue, sorry.

Funny thing is, i ran into the very same issue with the IP and Port, cannot get any data from Server Details.
It gaves empty results and say: Warning Accessed None trying to read property ServerDetails.


I didnt found any solution yet.