Hi I followed the advice given here and enable the steam sockets plugin and changed my .ini and this has allowed me to join the host but on create session it joins the level but then takes me right back to the main menu level. So it solves one issues but gives me another is there a solution to this I have seen other threads talking about this issue with steam sockets but haven’t seen a solution.
Have my own post on the matter: Join Session not working Steam Multiplayer
Works once but cant go to main level and after that its just stop working.
Is there a fix for this problem yet?
Because the solution above doesn’t seem to work (UE5.6).
I have tried it with Steam Sockets and Socket Subsystem Steam (IP) and also adjusted the ini file as described here, but I can neither create a session, let alone join a session (via Steam).
[/Script/Engine.GameEngine]
!NetDriverDefinitions=ClearArray
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="SocketSubsystemSteamIP.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
[OnlineSubsystem]
DefaultPlatformService=Steam
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
bInitServerOnClient=true
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
Thank you!
I am also still having issues on 5.6.1 using Steam Sockets. I am able to create a session and join it via invite, but am not able to get FindSessionsAdvanced to find any servers. Further details here:
Same here. With the new defaultEngine.ini entrys I can open and join a session but server travel seems to be broken as it loads the level for a second and then kicks the player back to the Main Menu. In a exported build I can not even see a crash. It just logs the level start and then instantly the request exit.
It loads the default level. This is were I hooked into this bug and my dirty workaround is to change the default level before changing the map on the server. Possibly loads the map two times but better than no map change at all
Add this to your GameInstance and call it in the Blueprint before you change the map on the server:
.h
UFUNCTION(BlueprintCallable)
void MySetGameDefaultMap(FString NewMap);
.cpp
void USCAdvancedFriendsGameInstance::MySetGameDefaultMap(FString NewMap)
{
// Really ■■■■■■ workaround for 5.6 server travel loading always the default map instead of the actual map we want...
// Expects REFERENCE to map ("/Game/Maps/Map_Development.Map_Development") not only map name...
const UGameMapsSettings* GameMapsSettings = GetDefault<UGameMapsSettings>();
GameMapsSettings->SetGameDefaultMap(NewMap);
}
Hi.
Thanks for sharing.
In my case I am using bp only so this can not help me.
Waiting for a fix now.