All of our networking is being done via blueprints using the [Online Session Nodes][1] and when we run it in the editor it works perfectly. One person hosts and the other two players can join, and then when the host hits start all three players are taken into our level. After we package it, however, something breaks. The host says it successfully creates a session, and the other clients say they successfully join it, however the player counter on the host’s side still only shows one player (in editor it shows when each one joins) and when the host hits start game only the host machine is taken into the level. The two clients (who successfully joined the session) are still sitting in the menu.
Doing a little more testing, we learned that if the host is using the packaged build and the other clients are in editor it still doesn’t work. But if the host is in editor and the clients use the packaged build it works fine. So somehow packaging it messes up our hosting. But we throw no network errors and all the session nodes return success. Does anyone have any idea what could be up and how we could fix it?