JoinSession in Blueprints

I have a multiplayer game derived from the sample First Person Template.

I have some buttons in game that call some Session functions.

For example Host is

and works fine.

I can then list session. They are named by the player’s Steam gamer tag, Such as “”.

List is this:

Which works great. I have two seperate boxes on my net with two seperate Steam accounts, and the client sees the hosted game on the other machine by the gamer tag of the hosting player.

Next I Join:

And Join is sucessful

Here https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/OnlineNodes/index.html

it says…

Sounds good. But I have a Players button that lists the players in the game:

And it only shows the local player.

I have some physics cubes in the scene that are replication enabled.
If I shoot them the other player does not see them move.

Also if I run the game in the editor with 2 screens the client sees the boxes move if the server shoots them.
But the server does not see them move if the client shoots them.

How do I get my players to show up on each other’s screens?

How do I get the physics replicating on both machines?

are the actors replicated?

The Cubes are replicated. The player is not yet.

Later – Looked at the MyCharacter blueprint. The replication is on.
The checked boxes are, Replicate Movement, Net Load on Client, Replicates.
I think those are the defaults.

make sure you package the game to test the sessions nodes