[QUOTE=OverRated_AU;698996]
Ah thanks for the info was going to ask what the dedicated server Boolean on the Create Advanced Session is meant for seeing if your creating a session from blueprint it will be a listen server or does this create a server along side the client?
Dedicated on the blueprints just flags the session as dedicated on creation, each subsystem can handle this differently. Steam if that flag is set uses an entirely different method of server hosting on the back end (their hosting system is split between lobbies and real dedicated servers).
Its exposed because the default nodes don’t even have the option, you don’t have to make a c++ session with dedicated servers, you can still use the Sessions Plugin if you wish.
The authentication is optional, but optionally important, if there is no steam authentication then it can’t validate players connecting to dedicated servers as being actual owners of the game. Someone could download your game client with steam disabled, load up and connect to the dedicated server without actually owning it and the server wouldn’t know it.
When authentication is setup the server will check with Steam whether the connecting player has a valid copy of the game before letting them in to the server.