Server Rejecting client? but works on local network fine?

Wondering if there’s any solution to this, been working on a little project trying to improve my understanding of unreal networking system.

locally ran dedicated server runs fine…

but when i run the dedicated server on a remote host running windows server 2016, I receive the following message in console…

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Any help appreciated, hoping its a simple fix as I’ve had nothing but brick wall after brick wall when it comes to the networking side of unreal aha…

Thanks

Sean.

Ok figured my own problem again, to share solution for anyone else with this issue:

Was due to remote procedure calls trying to be called on a server actor that wasn’t spawned on the server, was located only on the client, resulting in the dedicated server for some reason completely kicking the user aha!