#Error: "Unreal GSDK requires a named port: gameport."
32 messages · Page 1 of 1 (latest)
did you name the port "gameport" when creating the Build? This is required
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.
the error shows from the client build
just to make, you are getting standingBy servers on PlayFab, right? I assume also you tested your game server with LocalMultiplayerAgent https://learn.microsoft.com/en-us/gaming/playfab/features/multiplayer/servers/localmultiplayeragent/local-multiplayer-agent-overview#:~:text=LocalMultiplayerAgent(LMA) is a helper,PlayFab Multiplayer Servers(MPS).
regarding the client, it should not have GSDK enabled - GSDK should only be enabled on the server build that is uploaded to PlayFab
Yes, I am getting standingby servers and no, I have not tested using LMA, I will do and will let you know the results
Is this on the Documentation? I set the configuration for Blueprints instead of C++ GameInstance
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!
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 🙏
If I am getting StandingBy and then Active with LMA but my server.exe doesn't show any log is it ok?
You need to add the parameter for server logs so it outputs them to a txt file
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.
I did it but it is still the same 😦
Where can i see the port that sould I try to connect? I used 127.0.01:56001 and does not work
ThirdPersonPFGSDK 127.0.0.1:56001 -log -windowed
The runCloud.bat that i'm using
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.
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.
Thanks for the information, i'm going to try this. I appreciate your help too
@azure void curious, is there a way for Unreal to send logs to standard output? PlayFab captures all standard output logging, so this would be the preferred way. https://learn.microsoft.com/en-us/gaming/playfab/features/multiplayer/servers/archiving-and-retrieving-multiplayer-server-logs
Maybe this would help in sending the log to stdout instead?
https://forums.unrealengine.com/t/how-do-i-output-to-stdout-when-calling-editor-from-command-line/453866
https://forums.unrealengine.com/t/outputting-logs-in-unrealeditor-cmd/1538861
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.
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 ...
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. 😁
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?