When using the Steam online subsystem, only the first external client can connect to my listen server host. This effectively keeps the player cap at 2.
As soon as one client connects:
Steam’s ‘Invite to Game’/‘Join Game’ prompts disappear, preventing additional players from joining. Old invites no-op.
Find session calls will fail.
Here are the settings used when the host creates the session:
settings.bAllowJoinInProgress;
settings.bIsDedicated = false;
settings.bShouldAdvertise = true;
settings.bUsesPresence = true;
settings.NumPublicConnections = 4;
Public connections is set to 4, and this is the kind of behavior I’d expect if it was set to 2. Are there any other factors I’m missing? Authentication maybe? I have pretty basic connectivity logic running in C++.