#Error: "Unreal GSDK requires a named port: gameport."

32 messages · Page 1 of 1 (latest)

true charm
#

Hi everyone,
Could someone please help me? I'm trying to connect clients to a server build on PlayFab, but I keep getting the error: "Unreal GSDK requires a named port: gameport." I set the game port to 7777 UDP under the "Network" section when creating the build. Am I missing something?
Thanks in advance!

verbal lava
#

did you name the port "gameport" when creating the Build? This is required

true charm
#

yes I did.

subtle lintel
#

Is the error showing up on the server side or from the client build you are trying to run. The servers are in Deployed state, which means the GSDK integration is correct until the ReadyForPlayers stage at least.

true charm
#

the error shows from the client build

verbal lava
#

regarding the client, it should not have GSDK enabled - GSDK should only be enabled on the server build that is uploaded to PlayFab

true charm
true charm
verbal lava
#

thanks for the responses. So, on the game server side, if you're reaching StandingBy, this means that eveything is OK. I'd also encourage you to test with LocalMultiplayerAgent and make it part of your workflow, this would make developer iterations faster.
On the client side, GSDK should be disabled. Not sure if it's written in the docs (we can add it if it's not), but GSDK is only to facilitate communication between your game server and the PlayFab backend, so no use for it on the client side. Hope this makes sense!

true charm
#

Excellent, firts I'm going to test with LocalMultiplayerAgent and also I'm going to check the Documentation to disable GSDK on clients side

#

I appreciate all your help 🙏

true charm
#

If I am getting StandingBy and then Active with LMA but my server.exe doesn't show any log is it ok?

azure void
#

You need to add the parameter for server logs so it outputs them to a txt file

subtle lintel
#

Also, I think your server might have been fine originally. Locally, you can try to connect to the server after it goes active and see if that connection works.

true charm
true charm
#
ThirdPersonPFGSDK 127.0.0.1:56001 -log -windowed
#

The runCloud.bat that i'm using

azure void
# true charm I did it but it is still the same 😦

Try this?
-logFile
Its for unity though.

This is for unreal:
https://dev.epicgames.com/documentation/en-us/unreal-engine/command-line-arguments?application_version=4.27
LOG: When used as a switch (-log), opens a separate window to display the contents of the log in real time. When used as a setting (LOG=filename.log), tells the engine to use the log filename of the string that immediately follows.

Epic Games Developer

Collection of arguments that can be passed to the engine's executable to configure options controlling how it runs.

azure void
#

Check the log folder. It might have dumped them in the folder where LMA will create the server. Cant help more cause i use unity and your on Unreal. So there will be some diffrences.

true charm
verbal lava
azure void
#
Epic Developer Community Forums

I have UE4Editor.exe running tests in a Jenkins step. How do I get the log to output on stdout instead of a file or a separate console? -log puts it in a console window or lets me put it in a file, but that’s not helpful for this case.

Epic Developer Community Forums

Hi, Small tip in case people (like me) hadn’t previously discovered this. If you’re using UnrealEditor-CMD and want to get log output to Stdout (perhaps you have called UnrealEditor-CMD from Python, for example) add these flags: -stdout -FullStdOutLogOutput Note that the order is important, specifically these (and all) editor flags should be ...

true charm
#

Hi, how's it going? I'd like to share my results with you. I've successfully connected two local instances of Unreal's ThirdPerson template to my server.exe, initialized with LMA using port 56100. I’m still not receiving any data in the log, however, I can confirm that the connection was successful because I added the text "Server Map" to the level.

#

I’d like to mention that, as I was previously told by @verbal lava, the GSDK should not be initialized on the clients. With that in mind, I made the necessary adjustments in BP_GameInstance to meet this requirement. I found that the documentation does reference this point, but only for the C++ setup, not for Blueprints.

#

Documentation:

#

I'm currently creating a new build on PlayFab and i will let you know the results too. 😁

true charm
#

Hi everyone, me again, everything works great when conect clients to a server build on PlayFab, thanks for all the help.

#

Now i have some questions:
If i want to use Steam...
Do I have to use PlayFab’s matchmaking to be able to connect to the servers?
or
Can I use the Advanced Sessions Plugin to simply connect to the server?