Advanced Sessions Plugin

[QUOTE=;684773]
For gameplay quick testing through PIE works well enough, its for the sessions display / management part that you need to test in packaged builds or stand alone to make sure it is working correctly. Just making a new lan session (LAN only) and connecting will still work PIE for finding / connecting, you just have to make do without the Session settings node unless in standalone.

You can launch in stand alone from your .uproject file by right clicking on it and selecting launch to run multiple instance tests locally, or package out and run it multiple times.

Also never assume that things work the same PIE multiplayer as they do packaged, you want to run periodic tests from packaged builds as part of your development cycle.

Edit Also game dev (and programming) can be very frustrating at times, but also very rewarding when you solve a problem, it comes with the territory.

So just to be clear on my flow:
A. Player 1 starts “host game”. This uses “open level” to go to the lobby level.
B. Player 2 and 3 etc goto “Network Game” and join the level. This is done by using the “Join Session” node of the default online subsystem. This will automaticly take them into the lobby level.
C. (question) The Players 2 3 etc… will all get the ability to initialize their code by using the “OnPostLogin” Node?
D. Then when all players are ready we have to go to the gameboard. That must be done by … open level or (seamless) ServerTravel ?
And how is this scenario different if we have a dedicated server?