I've got a situation (all in UE4 Blueprint) where:
- I have only one Matchmaking queue on which "Enable server allocation" is set
- my matchmaking works as intended (I can see players are matched, the correct callbacks are fired, etc.)
- I'm calling `Get Match`, which triggers the success callback
- On success, I'm calling
Break MultiplayerGetMatchResult
- The
Server Details
pin in is invalid/does not exist. - A server is started. (I can see that one server moves from Standby to Active within about a minute.)
- The server build is apparently healthy (tested both locally and as seen in the Servers tab of the web interface ("Deployed").
The fact that a server starts, but I apparently don't get the server details when calling GetMatch, is the odd part to me. Is there a step I'm missing? Do I need to get the match information, then somehow wait for a server to start? My impression was that enabling Server Allocation would allow for this flow.
In the below picture, note that `ReceiveMatchSuccess` at the top-left is confirmed to run. The code fails gracefully at the `Is Valid` calls on the right, which is being provided the invalid `Server Details` data.
Thanks in advance! I'd be thrilled to push this forward.