If you're getting a "blocked level load" message in the gamelauncher, it means you're trying to load a network level before connecting to the server (probably because that's the default level). I think you can execute the gamelauncher with the --connect command line flag, and it will automatically execute the connect command on startup.
#Building launchers on windows fails
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Is there a way for me to quickly reproduce this locally, I'm currnetly working in the various launcher and build scripts, maybe its near where I am already working
That worked, though I am surprised it needed to be done since the build process knows the client code is multiplayer and the launcher should have auto-connected as it used to in 25.05.
In any case, thanks much. I was always planning to make a 2D local level to handle login/connect. it's just that forcing that requirement from the start or requiring command line start instead of click to launch adds additional manual burden to newbies getting started.,
@true anchor - it is very easy to reproduce (excrutiating details):
- Using the project manager UI, create a project using the multiplayer template.
- build it unaltered
- launch it with the editor opening/selecting the DefaultLevel
- let the asset processor do its thing
- test via ctrl-G
- close, then in the project manager use the export to windows task.
- go to C:...\O3DE\Projects[projevct]\build\export\
- double-click to launch headlessserverlauncher.exe
- let it percolate so that it is ready to accept connections
- double-click to launch gamelauncher.exe
- or as @trim locust pointed out open up cmd window and type a verrry long run gamelauncher command --connect
The 25.10 launcher seems much sinplified over the previous one that did auto connect. For seasoned folks I'm sure that is ok. For people new to o3de it seems burdensome.
I think the idea is that you're supposed to trigger connect manually in something like a main menu screen, but if you are going to do that be careful because I wasted like a week trying to track down a bug due to the way I implemented it. See https://discord.com/channels/805939474655346758/1427693174016577559
TL;DR: call unloadlevel before calling connect
Yes, I saw your comment about asynchrony gremlins 🙂
BTW, it would be nice if a cvar existed to instruct the launcher to auto-generate a connect/load level by default. Then a seasoned user could disable that default setting to let threm do their own custom luncher startup.