# EOS Advanced Sessions: EOS\_InvalidUser & PendingConnectionFailure on Package Build

**URL:** <https://forums.unrealengine.com/t/eos-advanced-sessions-eos-invaliduser-pendingconnectionfailure-on-package-build/2735023>\
**Category:** C++\
**Tags:** unreal-engine, multiplayer-testing, EOS, Blueprint, question\
**Created:** [July 11, 2026, 12:59pm UTC](https://forums.unrealengine.com/t/eos-advanced-sessions-eos-invaliduser-pendingconnectionfailure-on-package-build/2735023 "2026-07-11T12:59:32Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Osaa12322](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Osaa12322](https://forums.unrealengine.com/u/Osaa12322)\
**Post date:** [July 11, 2026, 12:59pm UTC](https://forums.unrealengine.com/t/eos-advanced-sessions-eos-invaliduser-pendingconnectionfailure-on-package-build/2735023/1 "2026-07-11T12:59:32Z")

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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](http://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!
