
FatalError_418
u/FatalError_418


Hi, I’m having trouble with getting Mac w/OSS working, it seems to work mostly fine when I host with Windows, but strangely, when I host with Mac, I cannot seem to join. It seems to try for a while and then time out after a couple minutes:
[2026.08.16-00.14.59:555][702]LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 120.01, Real: 120.01, Good: 120.01, DriverTime: 120.01, Threshold: 120.00, [UNetConnection] RemoteAddr: 76561199057267301:7777, Name: SteamSocketsNetConnection_2147482305, Driver: Name:PendingNetDriver Def:GameNetDriver SteamSocketsNetDriver_2147482368, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
[2026.08.16-00.14.
Hi, I am trying to get a ue5 build working for SM6. Everything is normal on a SM5, M1 mac, but on an M4 running with SM6 plays it, it has numerous issues:
- Networking seems to have lots of weirdness, not allowing connecting, and not allowing creating servers/map travel (most of the time)
- Most importantly, nothing is rendered, everything is grey, except the UI. (turning the player does change the colour of this grey, weirdly). But the UI is fine. Footsteps also work, and it sounds likely that the player is probably moving.
Also, I am getting heaps of no metalmap found errors:
LogMetal: Display: No .metalmap file found for global_sc_sf_metal_sm6-metal_sm6!
LogMetal: Display: No
I am attempting to make a little bit easier system for calling a cosmetic change on multicast, by networking. For that I am attempting to use a little lambda like so, and having a function ref as an argument:
void RunMulticast(TFunction<void()> Callback);
UFUNCTION(Server, Reliable)
void Server_RunMulticast(TFunction<void()> Callback);
UFUNCTION(NetMulticast, Reliable)
void Multicast_RunMulticast(TFunction<void()> Callback);
and in .cpp:
void AGamePlayerCharacter::RunMulticast(TFunction<void()> Callback)
{
if (IsLocallyControlled())
{
Callback();
}
Server_RunMulticast(Callback);
}
void A
When I build, everything works. But, for some reason, Rider fails to detect what these are, and says cannot find symbols. Rider was working perfectly fine, but when I updated to 5.8 this broke, for whatever reason. Any help would be appreciated!
Also, I’m not sure if this matters, but I had to update my .Target files to:
From build settings V6 and Unreal5_7 when I update my pr

When I host the game, everything works fine, the new level loads. When I try to join connect it also works fine if I open the game up again on the same computer. However, if I copy the files over to a separate computer, and try to join from there, there appears to be no available sessions to join.
I have a blueprint which is an on clicked for my host server button: https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/0/8/c08442fa8abdbfc6f2da0fbdb5276be468d8c582.png
And when the Join button is clicked:
[https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/b/0/bb006a3cfea2f7983eddacc0ae1d






