Connecting to server causes loading of default map

AgentMilkshake1
Wed, 04 Apr 2018 10:43:53 +0000
Multiplayer & Networking

Hi all,

Whilst working on our multiplayer project, with multiplayer based on Shooter Game’s Networking, I’ve come across an issue with Server Travel. The steps that happen are below (all in standalone):

1. Open game and host LAN match on machine A.

2. Open game and view server list on machine B.

3. Attempt to connect to host server selected on the server browser.

4. See via code breakpoints that the session information about the host contains the correct IP address, Map, Game Mode, port, and ping information.

5. Successfully join session according to all function steps that are passed through.

6. Prior to ClientTravel an FURL is created based upon the IP address of the server, this URL then defaults in the constructor to GetDefaultGameMap (the incorrect map).

7. Client Travel occurs, loading into the incorrect map whilst apparently being connected to the host.

8. Client is now sat in entry map, whilst VS output log occasionally details ping packet time from host, despite being on the wrong map.

I’m wondering why this is occuring? As far as I’m aware, the IP address of the server alone should be enough to connect to the server and load in the correct map and game mode. However, it appears in this case that when passing through the FURL constructor, it hits a line where it compares the protocol to default protocol (unreal) and therefore sets map to be DefaultGameMap from the project settings.

Update: This is not resolved, but it appears that hosting and joining on the same machine (host via right clicking uproject and clicking launch game) allows the editor game to join.

I noticed this time that the port was different (the UE4 default instead of port 0), would this cause the error the first time around and should I ensure it hosts on the correct default port?

8 posts - 7 participants