Local Multiplayer Android Unreal Engine 5.4.4 (SOLVED)

Thanks for the answer :slightly_smiling_face:, 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:

  1. 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?
  2. 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?
  3. Session settings – For LAN discovery, which exact flags do you set on CreateSession (bIsLANMatch, bAllowJoinInProgress, NumPublicConnections, etc.)?
  4. 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.