Is OnlineSubsystem required for replication in Unreal?

Steam Sockets based NetDriver that works with our Steamworks SDK integration as opposed to Online Subsystem Steam.

The bug must be with the NetDriver though as noted it is very nearly a copy of Unreal’s Steam Socket NetDriver the only notable difference are that we removed the dependency on OnlineSubsystem by simply working with ISteamGameServer and ISteamAPI directly as opposed to grabbing it from the OnlineSubsystemSteam

Our Steamworks Integration I know is all working as expected and as noted we are able to make the connection the issue comes when the connecting client’s PlayerController is spawned

The Server then throws that swap message error and the PlayerController gets destroyed and respawned and that process loops till we close the client

Just not sure what about the NetDriver that could cause that behaviour.

As to the test project, it is just the 5.3 Thirdperson sample with our Steamworks plugin added and our Steam Sockets based NetDriver configured. This is why I am assuming it must be something our NetDriver is doing to cause this issue or some dependency I am missing