Hey does anyone know why I might be experiancing this error? we have recently intergrated steam to our UE4, windows, dedicated servers however this issue persists with steam disabled. (with -nosteam)
"[2020.06.26-06.21.17:489][ 0]LogWindows: Error: === Critical error: === [2020.06.26-06.21.17:490][ 0]LogWindows: Error: [2020.06.26-06.21.17:490][ 0]LogWindows: Error: Fatal error! [2020.06.26-06.21.17:491][ 0]LogWindows: Error: [2020.06.26-06.21.17:491][ 0]LogWindows: Error: Unhandled Exception: 0xe06d7363 [2020.06.26-06.21.17:491][ 0]LogWindows: Error: [2020.06.26-06.21.17:492][ 0]LogWindows: Error: [Callstack] 0x00007ffd86a2a799 KERNELBASE.dll!UnknownFunction [] [2020.06.26-06.21.17:492][ 0]LogWindows: Error: [Callstack] 0x00007ffd78bb486d VCRUNTIME140.dll!UnknownFunction [] [2020.06.26-06.21.17:493][ 0]LogWindows: Error: [Callstack] 0x00007ff693f91a14 *Name*.exe!Microsoft::Azure::Gaming::GSDKInternal::GSDKInternal() [] [2020.06.26-06.21.17:493][ 0]LogWindows: Error: [Callstack] 0x00007ff693f99dff *Name*.exe!Microsoft::Azure::Gaming::GSDKInternal::get() [] [2020.06.26-06.21.17:493][ 0]LogWindows: Error: [Callstack] 0x00007ff69050a9fb *Name*.exe!AServerGameModeBase::BeginPlay() [U:\Jenkins\workspace\FullBuild\*Name*\Source\ultraball_v9\Private\GameModes\ServerGameModeBase.cpp:93]"
the GDSK function its calling when it errors is "Microsoft::Azure::Gaming::GSDK::readyForPlayers()" and at that point "Microsoft::Azure::Gaming::GSDK::start()" has already been called when deploying because playfab initiliy reports a heartbeat from the server.
The UE4, C++ Function that's called,
void AServerGameModeBase::BeginPlay() { Super::BeginPlay(); #if !WITH_EDITOR && WITH_SERVER_CODE // Call this while your game is initializing; it will start sending a heartbeat to our agent and put the game server in an Initializing state Microsoft::Azure::Gaming::GSDK::start(); /* Add any initialization that the game server needs before players can connect */ // Needs to be called when game is done initializing and players can connect if (Microsoft::Azure::Gaming::GSDK::readyForPlayers()) { //returns true if server game session successfully goes to ACTIVE state and the players can now connect to the session // get list of players expected to join const std::vector<std::string>& Players(Microsoft::Azure::Gaming::GSDK::getInitialPlayers()); for (const auto& Player : Players) { Microsoft::Azure::Gaming::GSDK::logMessage("Expecting player: " + Player); ExpectedPlayers.Add(Player.data()); } } else { // returns false when the server game session is being terminated } #endif