Thanks for the answer , but now you create me a few doubts. I will specify a little more.
My project is in Android under C++ (but I’m using blueprint)
I’m trying do Android LAN multiplayer in UE 5.4.4 using OnlineSubsystemNull.
One device hosts (listen server), the other should auto-join via FindSessions without any manual IP entry (it’s for 2 player video game and I want do it automatically), so my doubts are:
- Android permissions – Did you need to add extra network permissions (INTERNET, ACCESS_WIFI_STATE, CHANGE_WIFI_MULTICAST_STATE) manually to the AndroidManifest for LAN discovery to work?
- Subsystem initialization timing – On Android, do you delay the FindSessions (in GameMode or GameInstance) call after loading the map to ensure the OnlineSubsystem is ready? If yes, how long or what trigger do you use?
- Session settings – For LAN discovery, which exact flags do you set on CreateSession (bIsLANMatch, bAllowJoinInProgress, NumPublicConnections, etc.)?
- Network isolation – In your Android tests, was “client isolation” disabled on the Wi-Fi network, or did it work on standard phone hotspot mode without extra configuration?
I hope you can asnwer a few doubts to follow your exactly setup, because I am lost in this topic.