I’m using Lobbies Interface of the new Epic Online services plugin(Lobbies Interface in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community), When in UE5.4, I can CreateLobby JoinLobby, and call ServerTravel/ClientTravel to the map, everything is OK. But Since UE5.5 ClientTravel will fail! I guess the problem is with the socket.
Can someone verify that this process is (or not) working properly in UE5.5?
FOnlineSessionSearchResult ModResult;
ModResult.Session.SessionSettings.bUsesPresence = true;
ModResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
SessionInterface->JoinSession(0, NAME_GameSession, ModResult);
需要把会话的这两个参数加入之前设置为true
(post deleted by author)
I’m not using OSS