[2025.04.29-22.49.14:691][ 70]LogNet: Join succeeded: Player
[2025.04.29-22.50.31:896][385]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2025.04.29-22.50.31:896][385]LogNet: UChannel::CleanUp: ChIndex == 0. Closing connection. [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:60487, Name: IpConnection_0, Driver: Name:GameNetDriver Def:GameNetDriver IpNetDriver_0, IsServer: YES, PC: BP_CTS_Controller_C_0, Owner: BP_CTS_Controller_C_0, UniqueId: INVALID
[2025.04.29-22.50.31:896][385]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 127.0.0.1:60487, Name: IpConnection_0, Driver: Name:GameNetDriver Def:GameNetDriver IpNetDriver_0, IsServer: YES, PC: BP_CTS_Controller_C_0, Owner: BP_CTS_Controller_C_0, UniqueId: INVALID, Channels: 10, Time: 2025.04.29-22.50.31
[2025.04.29-22.50.31:896][385]LogNet: UNetConnection::SendCloseReason:
[2025.04.29-22.50.31:896][385]LogNet: - Result=ControlChannelClose, ErrorContext=“ControlChannelClose”
[2025.04.29-22.50.31:896][385]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:60487, Name: IpConnection_0, Driver: Name:GameNetDriver Def:GameNetDriver IpNetDriver_0, IsServer: YES, PC: BP_CTS_Controller_C_0, Owner: BP_CTS_Controller_C_0, UniqueId: INVALID
[2025.04.29-22.50.31:896][385]LogNet: UNetDriver::RemoveClientConnection - Removed address 127.0.0.1:60487 from MappedClientConnections for: [UNetConnection] RemoteAddr: 127.0.0.1:60487, Name: IpConnection_0, Driver: Name:GameNetDriver Def:GameNetDriver IpNetDriver_0, IsServer: YES, PC: BP_CTS_Controller_C_0, Owner: BP_CTS_Controller_C_0, UniqueId: INVALID
Hello everyone, I launched the game, registered the client through Epic Game, entered the game, it showed my nickname, as soon as I clicked create session, here is the log
are your client and server using the same build? or are they using builds that are desync/outdated?
I’m making listen server and downloaded the eos plugin as a pre-ue5 plugin, plugin the last version and when I use print string in gamestate it give me nick and unique id
Just to confirm, you are using two separate epic accounts, and both are in your team, inside Epic Dev Panel? This is required is you want to test it online, otherwise it won’t work (unless your game has been approved and vetted by epic already).
Please verify your DefaultEngine.ini file has the following.
[OnlineSubsystemEOS]
bEnabled=true
[OnlineSubsystem]
DefaultPlatformService=EOS
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemEOS.NetDriverEOS",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
[/Script/OnlineSubsystemEOS.NetDriverEOS]
bIsUsingP2PSockets=true
They should be right under
[/Script/OnlineSubsystemEOS.EOSSettings]
Make sure you don’t share above part for security reasons
Meaning don’t share anything under EOSSettings, especially the line starting with +Artifacts=
There should be quite a few other things here. Example below.
[/Script/OnlineSubsystemEOS.EOSSettings]
CacheDir=CacheDir
DefaultArtifactName=redacted
TickBudgetInMilliseconds=0
bEnableOverlay=True
bEnableSocialOverlay=True
bShouldEnforceBeingLaunchedByEGS=False
TitleStorageReadChunkLength=0
+Artifacts=(ArtifactName="redacted",ClientId="redacted",ClientSecret="redacted",ProductId="redacted",SandboxId="redacted",DeploymentId="redacted",EncryptionKey="redacted")
bUseEAS=True
bUseEOSConnect=True
bMirrorStatsToEOS=True
bMirrorAchievementsToEOS=True
bUseEOSSessions=True
bMirrorPresenceToEAS=True