It's possible to join the session but it leads to wrong map

Hi, I’m using UE 4.27.2, Steam OnlineSubsystem and listen server.

I got two machine and two different steam accounts in different network.

when i create session with ‘Create Session Advanced’ and find session with ‘Find session’,

it succeeds to find sessions through internet (Not LAN) and when i try to join the session, editor log says I joined the session.

But it doesn’t travel to the next map where the session host is at.

So i put a delegate code for Client to travel right after joining the session, but it also doesn’t work.

help me please.

I have had similar problems and they were always because of the map I was traveling to, it stays in limbo, the client you must connect to does the action and it seems that he has hosted his own game in parallel.

Normally this error is given by the map in which the host is, you can try to create an empty level and host the game in that empty level, with a plane on the ground so that they do not fall?

I solved this problem with remaking BP into C++.

I guess that problem happend because of client trying to browse and travel to first map as default when joining other session.

But if you use BP you can’t control the travel URL when joining.
Even i used delegate code for controlling travel but, BP join session already does that so it overlaps with your delegate code.

So, for detailed options and flexible handle, i had to make Session functions (create,find,join) with C++ code.

now it perfectly works!

Can I get your code? I’m having the same problem using c++, I’m joining but I go to the start menu instead of the map the server is on. Can I see your FURL NewURL function? Or whatever you have in your HandleJoinSessionComplete?

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