New minor update, mostly to iron out some of the issues mentionned.
1.9.1 (6 may 2026)
On startup (or when the user change the engine version) the DSL will warn the user if bUseBuildIdOverride and BuildIdOverride fields are present in their Engine.ini and attempt to remove them
The DSL now logs a few more things like engine version change, timestamps, use public beta, … to ease diagnosing
Fixed a crash happening if converting an error code to a printable string fails on a non English locale machine
The Rcon broadcast method and CPU Affinity checkboxes now properly get highlighted if they contain changes
The Priority/CPU Affinity check should now work better
When the ini files are reloaded, the code compares the new content with the old one and prints what was changed, added or removed Dedicated Server Launcher 1.9.1
Not addressed in this version:
The Player Count is not correct (it does not detect players leaving the server)
Possibly some settings not sticking (no clear repro case)
Some issue involving the “RequiresRestart.txt” encountered by one person (could not reproduce)
I solved my problem where I was unable to login to my Dedicated Server. There’s a tab in the File Menu where you select which version you want. Mine was still set on “UE4”. Changed it to “UE5” and all was well after a update and validation.
I installed 1.9.1 with a new server but not sure I had to. I might reload it in the future but the old one was riddled with the artifacts of the mods I had toyed with.
Good point, it was on UE4 by default because UE5 was not yet released.
I guess I should probably have UE5 be the default now.
That sounds like something bad happened, during my tests I did not experience that much memory ballooning. Maybe worth checking the game server log to see if there are some weird warnings or error messages, maybe something is failing again and again and again and for some reason the memory increases?
Anyway, that’s for the Inflexion/Conan Exiles Enhanced team, I don’t have anything to do with the UE5 project, I don’t even have the source code
Weird, have you the Check and Restart set? Do you have RCon Enabled (and with a password)?
And finally, the passwords are hidden by default (need to click in the field to show them), I will possibly add an option to disable that because not everybody seem to like that:
Experienced it first with 1.9.1 then tried again with 1.9.2, every time I try to connect to the server I get the error “app id specified by server is invalid” when trying to connect through steam.
Server is hosted on same machine as the game is run on, moved all the ports numbers up like suggested in FAQ. Haven’t forwarded any of the ports as it’s not intended to be accessible outside of local network. The server does show up in Steam > View > Game Servers > Local Network just throws an error when trying to connect.
Game version is Conan Exiles Enhanced and UE5 is selected in DSL preferences. Also no mods enabled in neither the game nor the server
If you run the client and the server, can you confirm that the version number shown on the client main menu matches the version number shown on the DSL at the top of the dialog with the path to the server?
If yes, can you go to the server browser and see the server (may need to click on “show private” and/or “invalid” servers), and if yes, can you “join” it, or “direct connect” to it (using :).
Basically does everything work, except connecting through Steam?
Connecting through steam works differently instead of the gameport that uses the server query port, which returns some other information, yada yada.
If you can join the server manually but not through steam connect, then it means there’s probably something funky being returned by the server on the port 27015
Aha! I can’t find the server in server browser but connecting directly with the IP/port and password does indeed work. Only steam doesn’t work, was not aware connecting manually/connecting through steam would function differently. I only tried joining through steam at first, figured it would be the best/easiest option and if it didn’t work there was an issue with hosting. Thank you very much for the swift reply, my issue has been effectively fixed now!
Yes i have all those setup. I do see you have more then text in your warning messages. When i send a message players do see the message in game but not the mods saying server restart and what mod etc.
Sorry, What i am trying to say is when a modder updates a mod. DSL does not see there is an update and send a message to the in game players that the server is going to restart due to x mod. So we have to wait on players who are trying to join to let us know a mod needs updated on the server then we manually restart the server so the server can update the mod on server side.
If yes, and that does not work, then please next time someone tells you there is a mod updated, click on the [?] and copy-paste the result of the check, like for example.