[quote=“, post:2279, topic:30020”]
I don’t believe there is a pathway in that node that returns in Failure that doesn’t log an error to the output. Did you check the log for an error message?
This start two windows game:
LogNet: Join request: /Game/Maps/MainMenu?Name=DESKTOP-21OGK6T-457CFB644E7AB8AD8BD865A4E6DFA979?SplitscreenCount=1
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)
LogNet: Join succeeded: DESKTOP-21OGK6T-457C
LogNet: Client netspeed is 10000
LogNet: Join request: /Game/Maps/MainMenu?Name=DESKTOP-21OGK6T-43F89AC64D75A412DCB7F89475615675?SplitscreenCount=1
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)
LogNet: Join succeeded: DESKTOP-21OGK6T-43F8
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)
LogSlate: FSceneViewport::OnFocusLost() reason 2
This click on “Join” button:
LogOnline: Warning: OSS: Failed to send discovery broadcast SE_EHOSTUNREACH
LogBlueprintUserMessages: [MyGameInstans_C_14] Client 2: Filed find!
And next click on button:
LogOnlineSession: Warning: OSS: Ignoring game search request while one is pending
I did Pyrodev’s lesson, maybe he did something wrong, thereby misinforming me.
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