Thanks for the reply. In my case, I’m using Steam for clients and player hosted listen servers but then using official dedicated servers without steam’s online subsystem for simplicities sake. I made a simple server browsing system for those dedicated servers. The complexity for most people to host a dedicated server increases quite a lot when you add SteamCMD into the mix. It’s going to be a free community “blueprints” project, so I’d like to avoid modifying the engine. And because it’s free, the project doesn’t require any of the auth checks and such. Staying with a blueprint only multiplayer project has proven to be quite the challenge.
I’ve seen a few people having problems with UE20+ using Android clients mixing with null subsystems as well, if I remember right. I’m guessing they might be running into a similar problem.
I’m spanning quite a lot of different skill sets here and maybe I just don’t fully understand what the best route should be. I understand we should probably just be querying the steam SDK with OnlineSubsystemNull instead of using OnlineSubsystemSteam, but we are just trying to keep everything simple.
I realize Epic’s cross platform online service was announced recently. My tentative plan was to wait until that matures. (Unless it will be a long time.) Maybe I should just scrap that idea and use Steam for dedicated servers.
That sounds like a good solution. Maybe Epic can implement a method like that in the future releases? Were you only experiencing crashes with the conversion between FUniqueNetId types?
Thanks, I’m strongly considering using UWorks in the future. You’ve done some fine work there.