Note, I am not using steam on my dedicated server, connecting via raw IP, and so client side I removed all steam net definitions in the DefaultEngine.ini
[OnlineSubsystemSteam]
bUseSteamNetworking=false
… other stuff
[/Script/Engine.GameEngine]
!NetDriverDefinitions=ClearArray
NetDriverDefinitions=(DefName=“GameNetDriver”,DriverClassName="/Script/OnlineSubsystemUtils.IpNetDriver",DriverClassNameFallback="/Script/OnlineSubsystemUtils.IpNetDriver")
+NetDriverDefinitions=(DefName=“DemoNetDriver”,DriverClassName="/Script/Engine.DemoNetDriver",DriverClassNameFallback="/Script/Engine.DemoNetDriver")
[OnlineSubsystem]
DefaultPlatformService=Steam
… other stuff
DO NOT HAVE
[PacketHandlerComponents]
/Script/OnlineSubsystemSteam.SteamNetDriver
I then had to hack the engine in PendingNetGame.cpp by commenting out the following line
//Connection->PlayerId = LocalPlayer->GetPreferredUniqueNetId();
WARNING: I have zero clue what other ramifications there are having a default PlayerId, but I know that’s whats happening if you run the game via editor or run the game without the steam client running.