How do I know if steamworks lobbies are working?

I’m getting steamworks working so that I can host sessions in a listen server, and then people can find them in a server browser. I’m working by myself though and I don’t know how to test if it’s working.

I’ve created a session like this:

if (Session.IsValid() && OnlineSub && Player)
	FOnlineSessionSettings Settings;
	Settings.bIsLANMatch = false;
	Settings.bShouldAdvertise = true;
	Settings.bIsDedicated = bIsDedicated;
	Settings.bAllowJoinInProgress = true;
	Settings.bAllowInvites = true;
	Settings.NumPublicConnections = 10;
	Settings.Set(SETTING_GAMEMODE, GameMode, EOnlineDataAdvertisementType::ViaOnlineService);
	Settings.Set(SETTING_GAMEMAP, GameMap, EOnlineDataAdvertisementType::ViaOnlineService);
	Settings.bUsesPresence = true;
	if (bIsDedicated)
		Settings.bUsesPresence = false;
	// Don't forget, you were figuring out how to set GamesessionName in the online session interface
	OnCreateSessionCompleteDelegateHandle = Session->AddOnCreateSessionCompleteDelegate_Handle(OnCreateSessionCompleteDelegate);
	if (Session->CreateSession(*(Player->GetPreferredUniqueNetId()), GameSessionName, Settings))
		return true;
	return false;
return false;

And then to test it I setup a blueprint find sessions node, and then I print the number of results. I’m hoping then to get 1 to print, telling me one server was found. I’m testing the game by running it standalone with cooked content. I open one, host a server, then open another and find sessions.

The thing is, 0 is being printed. No servers are being found. So either it’s not working, or you can’t find lobbies on the same computer they were hosted on. I’m unsure of the answer so I wanted a second opinion.

Is there an accepted way to test if this is working?


what happens when you run 2 standalone games as client under editor?

Nothing, steamworks doesn’t work in the editor.