# PIE client logs into live dedicated server?

**URL:** <https://forums.unrealengine.com/t/pie-client-logs-into-live-dedicated-server/480859>\
**Category:** Multiplayer & Networking\
**Tags:** Server, dedicated, pie, unreal-engine, question\
**Created:** [March 25, 2021, 2:42pm UTC](https://forums.unrealengine.com/t/pie-client-logs-into-live-dedicated-server/480859 "2021-03-25T14:42:07Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![c7fkZpv](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@c7fkZpv](https://forums.unrealengine.com/u/c7fkZpv)\
**Post date:** [March 25, 2021, 2:42pm UTC](https://forums.unrealengine.com/t/pie-client-logs-into-live-dedicated-server/480859/1 "2021-03-25T14:42:07Z")

</div>

I have encountered a strange occurrence while testing. Not sure if this is supposed to happen, but:  
While testing in PIE, a client built for running on a dedicated server,  
the test client instance connects to the ACTUAL dedicated server, in addition to the  
PIE dedicated server instance, running on the local editor machine.

Yes - you read that right, the PIE client logs into both server simultaneously.  
data and events ran in PIE, also execute on the live dedicated server.  
This makes testing rather interesting… Is there a way to change the dynamics of this situation,  
without breaking the client?

I am building the dedicated server from the ground up with live testers, and when running PIE,  
the developers are affecting the game world on the live server.
