# \#dedicated-server

**URL:** https://forums.unrealengine.com/tag/dedicated-server/589.md

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## [How to use a single process to implement multiple headless clients for stress-testing a DS server](https://forums.unrealengine.com/t/how-to-use-a-single-process-to-implement-multiple-headless-clients-for-stress-testing-a-ds-server/2843374)

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**Author:** [@Real.S](https://forums.unrealengine.com/u/Real.S)\
**Replies:** 0\
**Last updated:** [October 21, 2026, 4:50pm UTC](https://forums.unrealengine.com/t/how-to-use-a-single-process-to-implement-multiple-headless-clients-for-stress-testing-a-ds-server/2843374 "2026-10-21T16:50:15Z")

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Hey everyone, If you have ever tried to load-test an Unreal dedicated server at realistic player counts, you probably hit the same wall: launching one real client process per simulated player quickly turns into a hardwa…

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## [Submitting UE4 dedicated server build to Playfab always gets unhealthy region.](https://forums.unrealengine.com/t/submitting-ue4-dedicated-server-build-to-playfab-always-gets-unhealthy-region/2841874)

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**Author:** [@byvsen](https://forums.unrealengine.com/u/byvsen)\
**Replies:** 2\
**Last updated:** [October 20, 2026, 5:22pm UTC](https://forums.unrealengine.com/t/submitting-ue4-dedicated-server-build-to-playfab-always-gets-unhealthy-region/2841874 "2026-10-20T17:22:39Z")

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I was following this tutorial to try and learn how to get a dedicated server build on Playfab. It was going well and I was able to follow all the steps. However right at the very end when submitting the server build to …

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## [Survey: the hardest UE5 multiplayer / GAS problem you hit in the last 90 days (2 min)](https://forums.unrealengine.com/t/survey-the-hardest-ue5-multiplayer-gas-problem-you-hit-in-the-last-90-days-2-min/2841523)

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**Author:** [@LMXLion](https://forums.unrealengine.com/u/LMXLion)\
**Replies:** 0\
**Last updated:** [October 16, 2026, 7:48am UTC](https://forums.unrealengine.com/t/survey-the-hardest-ue5-multiplayer-gas-problem-you-hit-in-the-last-90-days-2-min/2841523 "2026-10-16T07:48:33Z")

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Hi fellow developers, I’m collecting real-world cases (desync, prediction, GAS in multiplayer, dedicated servers, performance) to see which ones cost teams the most time. All questions are optional and anonymous unless …

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## [UE5 Dedicated Server Steam Session Connection Issue - "ValidP2P\[0\] ValidHost\[1\] ConnectionMethod\[P2P\]"](https://forums.unrealengine.com/t/ue5-dedicated-server-steam-session-connection-issue-validp2p-0-validhost-1-connectionmethod-p2p/2835408)

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**Author:** [@Waleri\_i](https://forums.unrealengine.com/u/Waleri_i)\
**Replies:** 2\
**Last updated:** [October 10, 2026, 4:55pm UTC](https://forums.unrealengine.com/t/ue5-dedicated-server-steam-session-connection-issue-validp2p-0-validhost-1-connectionmethod-p2p/2835408 "2026-10-10T16:55:37Z")

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Hello everyone, I’m currently developing a multiplayer game in Unreal Engine 5.6 and facing a persistent issue with connecting to a Dedicated Server via Steam Online Subsystem (OSS). My client successfully finds the De…

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## [Dedicated Server - How to handle save files?](https://forums.unrealengine.com/t/dedicated-server-how-to-handle-save-files/1279065)

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**Author:** [@0xsomeone](https://forums.unrealengine.com/u/0xsomeone)\
**Replies:** 1\
**Last updated:** [April 8, 2026, 1:32pm UTC](https://forums.unrealengine.com/t/dedicated-server-how-to-handle-save-files/1279065 "2026-04-08T13:32:55Z")

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Hello everyone, I have a question in regard to server-side save files. I have read all relevant resources (i.e. WizardCell as well as that multiplayer compendium) but it seems no one is talking about how to manage data …

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## [Stripping asset on dedicated server](https://forums.unrealengine.com/t/stripping-asset-on-dedicated-server/2706657)

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**Author:** [@Anonymous\_2210d72d3515234552b42f64ab1279fd](https://forums.unrealengine.com/u/Anonymous_2210d72d3515234552b42f64ab1279fd)\
**Replies:** 1\
**Last updated:** [March 18, 2026, 8:34am UTC](https://forums.unrealengine.com/t/stripping-asset-on-dedicated-server/2706657 "2026-03-18T08:34:50Z")

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I’m working on memory optimization for a dedicated server. The documentation says: ‘A headless server does not render any visuals and nobody is playing locally on the headless server.’ Based on this, I assumed textures …

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## [UE5.7 dedicated server error with “PacketHandler parsing packet with zero’s in last byte.” ](https://forums.unrealengine.com/t/ue5-7-dedicated-server-error-with-packethandler-parsing-packet-with-zero-s-in-last-byte/2683111)

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**Author:** [@xyz8808](https://forums.unrealengine.com/u/xyz8808)\
**Replies:** 2\
**Last updated:** [February 18, 2026, 10:06am UTC](https://forums.unrealengine.com/t/ue5-7-dedicated-server-error-with-packethandler-parsing-packet-with-zero-s-in-last-byte/2683111 "2026-02-18T10:06:15Z")

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UE5.7 dedicated server error with “PacketHandler parsing packet with zero’s in last byte.” Our project uses Steam for multiplayer online play, and also uses a dedicated server for online player connections. Players can …

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## [Dumb Qs -\> Server files - local vs dedicated when publishing a game - Steam - Epic Online](https://forums.unrealengine.com/t/dumb-qs-server-files-local-vs-dedicated-when-publishing-a-game-steam-epic-online/2699414)

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**Author:** [@Frenetic](https://forums.unrealengine.com/u/Frenetic)\
**Replies:** 0\
**Last updated:** [February 13, 2026, 12:28am UTC](https://forums.unrealengine.com/t/dumb-qs-server-files-local-vs-dedicated-when-publishing-a-game-steam-epic-online/2699414 "2026-02-13T00:28:38Z")

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I have reached a point in one of my projects where I think I’d like to pack it up and release it out on Steam, et-al. Now that I am here in this place, I have a bunch of questions I never thought to consider before and …

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## [Compile for dedicated server](https://forums.unrealengine.com/t/compile-for-dedicated-server/2698580)

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**Author:** [@Reicon](https://forums.unrealengine.com/u/Reicon)\
**Replies:** 0\
**Last updated:** [February 9, 2026, 8:38pm UTC](https://forums.unrealengine.com/t/compile-for-dedicated-server/2698580 "2026-02-09T20:38:09Z")

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I need to setup and compile my project to be runned as dedicated server. Searching, I found some example that use C++ project with Lyra. Is it possible to use a blueprint project as dedicated server? And what is the co…

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## [Lyra CommonSession: ClientTravel failed due to Port 0 when connecting to EOS Dedicated Server (OSSv1) ](https://forums.unrealengine.com/t/lyra-commonsession-clienttravel-failed-due-to-port-0-when-connecting-to-eos-dedicated-server-ossv1/2690872)

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**Author:** [@stronk\_l](https://forums.unrealengine.com/u/stronk_l)\
**Replies:** 0\
**Last updated:** [January 9, 2026, 3:27pm UTC](https://forums.unrealengine.com/t/lyra-commonsession-clienttravel-failed-due-to-port-0-when-connecting-to-eos-dedicated-server-ossv1/2690872 "2026-01-09T15:27:30Z")

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Introduction: I am encountering a connection issue using the Lyra Starter Game template (UE 5.7.1). When attempting to join a Dedicated Server via EOS, the client successfully completes the Beacon handshake but fails to …

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## [Dedicated Server taking 10ms when flushing logs to disk. ](https://forums.unrealengine.com/t/dedicated-server-taking-10ms-when-flushing-logs-to-disk/2683816)

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**Author:** [@FedeOroCollider](https://forums.unrealengine.com/u/FedeOroCollider)\
**Replies:** 0\
**Last updated:** [December 10, 2025, 3:57pm UTC](https://forums.unrealengine.com/t/dedicated-server-taking-10ms-when-flushing-logs-to-disk/2683816 "2025-12-10T15:57:33Z")

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I’m getting a 10ms lock everytime dedicated servers needs to flush logs in UGameEngine::Tick. It seems the problem is FAsyncWriter::Flush which in turn calls FAsyncWriter::FlushBuffer. It will increment the request cou…

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## [EOS Dedicated Server: Unable to connect through session browser, on some servers only direct connection works](https://forums.unrealengine.com/t/eos-dedicated-server-unable-to-connect-through-session-browser-on-some-servers-only-direct-connection-works/2666052)

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**Author:** [@Luomu](https://forums.unrealengine.com/u/Luomu)\
**Replies:** 2\
**Last updated:** [October 17, 2025, 5:54am UTC](https://forums.unrealengine.com/t/eos-dedicated-server-unable-to-connect-through-session-browser-on-some-servers-only-direct-connection-works/2666052 "2025-10-17T05:54:18Z")

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I’ve implemented dedicated server connection using the EOS OSS. When hosting on my test server (Linux and Windows tested), a test user outside my network is able to see the session and join the server with no issues. I’v…

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## [Spawn Actors in a Hierarchy on a Dedicated Server](https://forums.unrealengine.com/t/spawn-actors-in-a-hierarchy-on-a-dedicated-server/2663260)

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**Author:** [@JulianPW](https://forums.unrealengine.com/u/JulianPW)\
**Replies:** 2\
**Last updated:** [October 9, 2025, 6:07am UTC](https://forums.unrealengine.com/t/spawn-actors-in-a-hierarchy-on-a-dedicated-server/2663260 "2025-10-09T06:07:39Z")

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Working with UE5.3.2, I want to spawn multiple actors in a hierarchy (attached to each other) on a server. In C++, I have a server function, that receives integers for the hierarchy and transforms for the spawn transfor…

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## [Unreal Engine server crash at 128 players – how to raise Iris connection limit? ](https://forums.unrealengine.com/t/unreal-engine-server-crash-at-128-players-how-to-raise-iris-connection-limit/2660162)

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**Author:** [@fl0wByte](https://forums.unrealengine.com/u/fl0wByte)\
**Replies:** 0\
**Last updated:** [September 26, 2025, 1:36pm UTC](https://forums.unrealengine.com/t/unreal-engine-server-crash-at-128-players-how-to-raise-iris-connection-limit/2660162 "2025-09-26T13:36:29Z")

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Hi everyone, I’m running into a issue with Unreal Engine’s Iris replication system. My dedicated server crashes consistently when exactly 128 players are connected. As soon as a new connection is attempted, the server t…

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## [Problem Building Dedicated Server](https://forums.unrealengine.com/t/problem-building-dedicated-server/452560)

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**Author:** [@Jinkuu](https://forums.unrealengine.com/u/Jinkuu)\
**Replies:** 9\
**Last updated:** [September 17, 2025, 7:56am UTC](https://forums.unrealengine.com/t/problem-building-dedicated-server/452560 "2025-09-17T07:56:57Z")

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I’m trying to build a dedicated server for my project but when I try to build I get this message 1\>------ Skipped Build: Project: ShaderCompileWorker, Configuration: Invalid x64 ------ 1\>Project not selected to build fo…

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## [Using ServerTravel on a dedicated server causes clients on MacOS to disconnect](https://forums.unrealengine.com/t/using-servertravel-on-a-dedicated-server-causes-clients-on-macos-to-disconnect/1334886)

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**Author:** [@RandomCouch](https://forums.unrealengine.com/u/RandomCouch)\
**Replies:** 14\
**Last updated:** [August 4, 2025, 12:27pm UTC](https://forums.unrealengine.com/t/using-servertravel-on-a-dedicated-server-causes-clients-on-macos-to-disconnect/1334886 "2025-08-04T12:27:07Z")

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Hello. I have a dedicated server built and running on Linux, it runs fine and both my Mac and Windows clients are able to connect to it, in the server there is a timer of 5 minutes, when it runs out, it executes the con…

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## [Net Update Frequency = send rate?](https://forums.unrealengine.com/t/net-update-frequency-send-rate/432578)

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**Author:** [@anonymous\_user\_4116411d](https://forums.unrealengine.com/u/anonymous_user_4116411d)\
**Replies:** 8\
**Last updated:** [January 28, 2025, 3:31am UTC](https://forums.unrealengine.com/t/net-update-frequency-send-rate/432578 "2025-01-28T03:31:09Z")

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i been trying to understands this for a few days already but i still don’t get it what is netUpdateFreq? if i set this value at 100 does that mean it replicates 100 times per second? and if so what happens when the fps …

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## [Can't connect to listen server](https://forums.unrealengine.com/t/cant-connect-to-listen-server/2474700)

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**Author:** [@Swogers](https://forums.unrealengine.com/u/Swogers)\
**Replies:** 1\
**Last updated:** [May 5, 2025, 4:47pm UTC](https://forums.unrealengine.com/t/cant-connect-to-listen-server/2474700 "2025-05-05T16:47:54Z")

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I have a dedicated server build that opens an EOS session and runs this code: The idea is, the session is created, the server preps the level, and the client searches for the level and joins it. But the client can’t …

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## [HitEvent not running on server](https://forums.unrealengine.com/t/hitevent-not-running-on-server/393798)

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**Author:** [@anonymous\_user\_15bf90f3](https://forums.unrealengine.com/u/anonymous_user_15bf90f3)\
**Replies:** 1\
**Last updated:** [April 15, 2025, 4:09am UTC](https://forums.unrealengine.com/t/hitevent-not-running-on-server/393798 "2025-04-15T04:09:09Z")

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Problem: Server often does not trigger OnHit events when running in dedicated mode (PIE, even with dedicated checkbox works perfectly). I have been at this for two days and I reproduced it in a fresh projects - steps bel…

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## [Easy OSS - blueprint online subsystems integration](https://forums.unrealengine.com/t/easy-oss-blueprint-online-subsystems-integration/2423446)

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**Author:** [@Mabboud94](https://forums.unrealengine.com/u/Mabboud94)\
**Replies:** 1\
**Last updated:** [March 30, 2025, 8:24am UTC](https://forums.unrealengine.com/t/easy-oss-blueprint-online-subsystems-integration/2423446 "2025-03-30T08:24:43Z")

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Unlock the power of seamless online subsystem integration with Easy OSS—a full Blueprint-based plugin for Unreal Engine. Easily integrate popular online services like Steam, EOS, and more, without writing …

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## [Oculus Quest multiplayer](https://forums.unrealengine.com/t/oculus-quest-multiplayer/469231)

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**Author:** [@BioMedKUL](https://forums.unrealengine.com/u/BioMedKUL)\
**Replies:** 19\
**Last updated:** [March 11, 2025, 2:39pm UTC](https://forums.unrealengine.com/t/oculus-quest-multiplayer/469231 "2025-03-11T14:39:31Z")

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You could start with taking a look at the “Collab Viewer Template” that ships with UnrealEngine by default. There is a whole section about it in the docs: docs:Collab Viewer Template The template caters in a basic way …

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## [\[Dedicated Server\] Missing SDL3.dll when it starts...](https://forums.unrealengine.com/t/dedicated-server-missing-sdl3-dll-when-it-starts/2376162)

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**Author:** [@Suundumused](https://forums.unrealengine.com/u/Suundumused)\
**Replies:** 23\
**Last updated:** [March 9, 2025, 11:53pm UTC](https://forums.unrealengine.com/t/dedicated-server-missing-sdl3-dll-when-it-starts/2376162 "2025-03-09T23:53:58Z")

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Hello, I’ve been trying to solve this problem for months. I package the dedicated server for distribution, and when I start it, the following message appears: Assertion Failed: Missing SDL3.dll I’ve already tried copyin…

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## [How to host multiple sessions on a dedicated server?](https://forums.unrealengine.com/t/how-to-host-multiple-sessions-on-a-dedicated-server/597618)

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**Author:** [@Maffinius](https://forums.unrealengine.com/u/Maffinius)\
**Replies:** 8\
**Last updated:** [March 6, 2025, 6:26pm UTC](https://forums.unrealengine.com/t/how-to-host-multiple-sessions-on-a-dedicated-server/597618 "2025-03-06T18:26:44Z")

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Hey folks, i try to set a dedicated server but with lobbys of up to ten players. Be in the main menu Search for lobbys Select a lobby and join it Set player color / team etc Host presses start and starts the game for …

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## [Establishing Servers for fortnite in South Africa](https://forums.unrealengine.com/t/establishing-servers-for-fortnite-in-south-africa/1860569)

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**Author:** [@NightFury\_ZA](https://forums.unrealengine.com/u/NightFury_ZA)\
**Replies:** 16\
**Last updated:** [February 24, 2025, 3:52pm UTC](https://forums.unrealengine.com/t/establishing-servers-for-fortnite-in-south-africa/1860569 "2025-02-24T15:52:50Z")

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Good Day All, I have recently started developing games in the the Unreal Engine Fortnite. I am a South African. and i would like to know if there is a possiblity of establishing Fortnite servers for my country myself wi…

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## [UE5.1 Playfab and Steam, Server Load always Menu level (wrong map)](https://forums.unrealengine.com/t/ue5-1-playfab-and-steam-server-load-always-menu-level-wrong-map/760707)

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**Author:** [@RulesDeveloper](https://forums.unrealengine.com/u/RulesDeveloper)\
**Replies:** 3\
**Last updated:** [February 19, 2025, 4:55am UTC](https://forums.unrealengine.com/t/ue5-1-playfab-and-steam-server-load-always-menu-level-wrong-map/760707 "2025-02-19T04:55:04Z")

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Hi all, I’ve been trying for quite a while to fix an annoying problem. I’m using steam to authenticate my players on playfab and I’ve deployed the package on a playfab server and it’s ok. When from the client I try to …

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## [I want to use "SimpleMoveToLocation" on Network](https://forums.unrealengine.com/t/i-want-to-use-simplemovetolocation-on-network/414376)

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**Author:** [@Rexion\_ize](https://forums.unrealengine.com/u/Rexion_ize)\
**Replies:** 3\
**Last updated:** [February 1, 2025, 8:41pm UTC](https://forums.unrealengine.com/t/i-want-to-use-simplemovetolocation-on-network/414376 "2025-02-01T20:41:02Z")

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I’m making a kind of multiplayer game that my character moves to a point where I clicked. And it would be run on dedicated server. So I set the NavigationMesh on the level, and checked “Project Settings-\>Navigation Syst…

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## [How do I disconnect from a Dedicated Server the right way?](https://forums.unrealengine.com/t/how-do-i-disconnect-from-a-dedicated-server-the-right-way/336905)

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**Author:** [@Spiris](https://forums.unrealengine.com/u/Spiris)\
**Replies:** 15\
**Last updated:** [December 25, 2024, 9:31pm UTC](https://forums.unrealengine.com/t/how-do-i-disconnect-from-a-dedicated-server-the-right-way/336905 "2024-12-25T21:31:57Z")

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Simple question I feel, but right now the only way I can do this successfully is to attempt client travel that cannot occur, which forcibly disconnects the client from the server, I then destroy the session. I have tried…

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## [Getting strange error on dedicated server (Assertion failed: NetGUID.IsDynamic())](https://forums.unrealengine.com/t/getting-strange-error-on-dedicated-server-assertion-failed-netguid-isdynamic/1181564)

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**Author:** [@ackyshacky](https://forums.unrealengine.com/u/ackyshacky)\
**Replies:** 11\
**Last updated:** [December 20, 2024, 9:45am UTC](https://forums.unrealengine.com/t/getting-strange-error-on-dedicated-server-assertion-failed-netguid-isdynamic/1181564 "2024-12-20T09:45:39Z")

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Hello everyone, I have a multiplayer shooter game (UE 5.0.3) running on a dedicated server. As the client, when I do a line trace from the gun to a specific blueprint (called BP\_StreetLight), the engine crashed with the…

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## [Peut-on connecter nos compte pc et xbox ensemble](https://forums.unrealengine.com/t/peut-on-connecter-nos-compte-pc-et-xbox-ensemble/422460)

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**Author:** [@BranQc94](https://forums.unrealengine.com/u/BranQc94)\
**Replies:** 1\
**Last updated:** [November 27, 2024, 6:46pm UTC](https://forums.unrealengine.com/t/peut-on-connecter-nos-compte-pc-et-xbox-ensemble/422460 "2024-11-27T18:46:46Z")

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salut! je voulais savoir si je peut associé mon compte xbox et pc ensemble et j’ai acheter sauver le monde sur pc es ce que je peut l’avoir sur xbox ?

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## [Need Help with UE 5.4.4 Fighting Game Project (Steamworks Lobby & Dedicated Server)](https://forums.unrealengine.com/t/need-help-with-ue-5-4-4-fighting-game-project-steamworks-lobby-dedicated-server/2152552)

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**Author:** [@Osi\_Flop](https://forums.unrealengine.com/u/Osi_Flop)\
**Replies:** 0\
**Last updated:** [November 26, 2024, 6:14pm UTC](https://forums.unrealengine.com/t/need-help-with-ue-5-4-4-fighting-game-project-steamworks-lobby-dedicated-server/2152552 "2024-11-26T18:14:55Z")

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Hi everyone, I’m currently working on a Fighting Game in Unreal Engine 5.4.4, where the lobby should use Steamworks and the server is set up as a Dedicated Server. Unfortunately, I’ve run into a few issues and would app…

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