Hi,
I’m trying to migrate my project from UE 5.5.4 to UE 5.6.
Everything has been going well so far, except for the Steam integration.
The scenario is as follows;
A hosting player runs the packaged game on a PC with Steam Account - A and creates a lobby session and successfully travels to lobby map via server travel.
World->ServerTravel(PathToLobby);
Another player (client) runs the same packaged game on another PC with Steam Account - B and tries to join host player A.
I have the same issue in UE5.6.
In my case, the issue occurs when I try to connect Lobby.
I was perfect in UE5.5 but in UE5.6 does not work.
I am still looking for a solution or a Hero.
Checked several free assets or opensource GitHub projects too. No chance…
I’m starting to think there’s a serious problem with UE5.6’s OnlineSubsystemSteam module. I’ll stop looking into it now. I hope someone figures it out.
I’m experiencing the same issue and haven’t been able to get it working.
I noticed there were some changes to SocketSubsystemSteamIP and OnlineSubsystemSteam in UE 5.6. I’m just trying to implement a basic CreateSession → FindSession → JoinSession flow.
Everything seems to work fine — except the ClientTravel using the resolved connect string.
When running the same project on UE 5.5, it works flawlessly and both players can connect without issues.
Here’s the error the client gets when trying to connect:
LogNet: Error: Unable to find a binding socket for the resolve address result 7656412030524655:7777
LogNet: Warning: Encountered an error, cleaning up this connection now
LogNet: Error: BroadcastNetworkFailure: FailureType = PendingConnectionFailure, Error: Your connection to the host has been lost.
At first, I had trouble setting up SteamNetDriver properly due to the recent changes with SocketSubsystemSteamIP, but I eventually resolved that — only for this connection error to persist.
For now, I’ll probably go back to 5.5 — I have no idea what’s going wrong in 5.6 anymore.
I’m adding myself to the list. I used a free Steam plugin in 5.5 that stopped working in 5.6.
I’ve been trying to solve this since the release day of 5.6
Long story short, no success and I’ve started to rip out Steam and implemented a simple OnlineSubsystem for testing purposes.
Dedicated server creates and announces sessions, client can see it but Join Session does not work.
However, the error is a PendingConnectionFailure, too.
Client log:
[2025.06.10-00.15.20:344][732]LogNet: Warning: Exhausted the number of resolver results, closing the connection now.
[2025.06.10-00.15.20:360][733]LogNet: Warning: Encountered an error, cleaning up this connection now
[2025.06.10-00.15.20:378][734]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = PendingConnectionFailure, ErrorString = Your connection to the host has been lost., Driver = Name:PendingNetDriver Def:GameNetDriver IpNetDriver_2147480581
[2025.06.10-00.15.20:378][734]LogNet: Warning: Network Failure: PendingNetDriver[PendingConnectionFailure]: Your connection to the host has been lost.
[2025.06.10-00.15.20:378][734]LogNet: NetworkFailure: PendingConnectionFailure, Error: 'Your connection to the host has been lost.'
My server has an IPv6 address and I don’t know what “Exhausted number of resolver results” is meant to say - there’s nothing to resolve…
I got it to work again too with the help of some friendly people from the Unreal Source Discord. Works for the dedicated server but requires a lot of changes to Unreal source code.