I have encountered a problem with the Steam online subsystem that I cannot figure out for the life of me. I have looked online at countless sources on unreal engine forums, but this seems to lie within the engine code and the posts made for this issue are pretty old. This is not a problem at all with LAN, as it works perfectly to rejoin the session by someone who hosted last time.
A workout I discovered with Steam though is that you can alternate Host and Joining fine. So, if one machine hosts one game and then that same machine joins the game of another after the match is done, it works. However, if you keep the machines that hosted and joined from last game, it won’t work for the client to join.
I debugged the engine code and the state becomes FAILED after the second time of joining a game. The joining system is pretty much exactly how the shooter game handles it. I remember hearing that they had a similar issue.
I would like to know if anyone has ever had this issue, or if anyone has any suggestions with how to proceed. I could edit the engine code but I want to refrain from doing that. I was thinking maybe this is a limitation with using the DevApp ID (Spacewars) and maybe not an issue on shipped release of the game on Steam. But, obviously, I would like to be able to test it without doing that. So, if anybody has any suggestions, I’m all ears.