EOS Advanced Sessions: EOS_InvalidUser & PendingConnectionFailure on Package Build

Hello everyone,

I am trying to implement a multiplayer lobby system using Advanced Sessions and Epic Online Services (EOS) for an indie game that will be published on itch.io.

I have correctly set up my Blueprint logic. I am using Make Literal Session Property String (Key: GameMode, Value: TSI_Match) inside CreateAdvancedSession’s Extra Settings, and I am filtering it with Make Literal Session Search Property (Equals) inside FindSessionsAdvanced.

The logic flows correctly, but during connection tests (packaged and tested on two different machines with two different Epic Games accounts), the host gets an EOS_InvalidUser error, and the client fails to connect immediately with a PendingConnectionFailure (Your connection to the host has been lost).

I am calling the Login node before creating or joining a session, but the log keeps throwing an invalid Product User ID error.

Log errors:

  • LogEOSSDK: Error: LogEOSLobby: Invalid parameter EOS_Lobby_CopyLobbyDetailsHandleOptions.LocalUserId reason: is not a valid Product User ID, Result: EOS_InvalidUser

  • LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = PendingConnectionFailure, ErrorString = Your connection to the host has been lost.

What could be causing the EOS SDK to reject the LocalUserId as an invalid Product User ID even though we are logged in on two separate Epic accounts? Is there a specific configuration in DefaultEngine.ini or the login flow that I might be missing?

Any help would be highly appreciated!