Linux Dedicated Server crashing when loading sound files?

Hi,

I’m trying to run a dedicated linux server and it worked until I introduced any sort of audio file to the project.

The project is done in UE5.1 and the source build engine follows the latest release.

For the server I package Server Target in the Source Engine and put the compiled files from Visual Studio in the binary folder of the packaged server.
I’m crosscompiling from Windows to Linux using the toolchain linked in the documentation.

I’ve removed all references to sound assets on the server side of the project, but now it crashes because it tries to load a sound for a UI element, which isn’t used on the server (at least it shouldn’t exist there).

The log is roughly:

[2023.03.02-11.13.43:292][  0]LogOutputDevice: Warning:

Script Stack (0 frames) :

Fatal error: [File:.\Runtime/CoreUObject/Private/Serialization/AsyncLoading2.cpp] [Line: 5300]
ObjectSerializationError: /Game/3rdParty/SettingsMenu/Assets/Audio/Click_2 (0x8EED5A276913647A) /Game/3rdParty/SettingsMenu/Assets/Audio/Click_2 (0x8EED5A276913647A) - SoundWave /Game/3rdParty/SettingsMenu/Assets/Audio/Click_2.Click_2: Serial size mismatch: Expected read size 160, Actual read size 52

There’s updated documentation for dedicated server. The old methods won’t work anymore.

1 Like

Hi,
I checked the doc and it’s nothing different than the old methods. I’m having issues with dedicated server using pak file from client, hence causing crash like above as well (it used to work from UE4 afaik). Any idea how to fix it? Thank you