Session Creation Failed

I cannot connect to online session while using steam subsystem
This is c++ code I am running can anyone help


// Fill out your copyright notice in the Description page of Project Settings.

include “Menu.h”
include “Components/Button.h”
include “MultiplayerSessionsSubsystem.h”
include “OnlineSessionSettings.h”
include “OnlineSubsystem.h”

void UMenu::MenuSetup(int32 NumberOfPublicConnections, FString TypeOfMatch, FString LobbyPath)
{
PathToLobby = FString::Printf(TEXT(“%s?listen”), *LobbyPath);
NumPublicConnections = NumberOfPublicConnections;
MatchType = TypeOfMatch;
AddToViewport();
SetVisibility(ESlateVisibility::Visible);
bIsFocusable = true;

UWorld* World = GetWorld();
if (World)
{
	APlayerController* PlayerController = World->GetFirstPlayerController();
	if (PlayerController)
	{
		FInputModeUIOnly InputModeData;
		InputModeData.SetWidgetToFocus(TakeWidget());
		InputModeData.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
		PlayerController->SetInputMode(InputModeData);
		PlayerController->SetShowMouseCursor(true);
	}
}

UGameInstance* GameInstance = GetGameInstance();
if (GameInstance)
{
	MultiplayerSessionsSubsystem = GameInstance->GetSubsystem<UMultiplayerSessionsSubsystem>();
}

if (MultiplayerSessionsSubsystem)
{
	MultiplayerSessionsSubsystem->MultiplayerOnCreateSessionComplete.AddDynamic(this, &ThisClass::OnCreateSession);
	MultiplayerSessionsSubsystem->MultiplayerOnFindSessionsComplete.AddUObject(this, &ThisClass::OnFindSessions);
	MultiplayerSessionsSubsystem->MultiplayerOnJoinSessionComplete.AddUObject(this, &ThisClass::OnJoinSession);
	MultiplayerSessionsSubsystem->MultiplayerOnDestroySessionComplete.AddDynamic(this, &ThisClass::OnDestroySession);
	MultiplayerSessionsSubsystem->MultiplayerOnStartSessionComplete.AddDynamic(this, &ThisClass::OnStartSession);
}

}

bool UMenu::Initialize()
{
if (!Super::Initialize())
{
return false;
}

if (HostButton)
{
	HostButton->OnClicked.AddDynamic(this, &ThisClass::HostButtonClicked);
}
if (JoinButton)
{
	JoinButton->OnClicked.AddDynamic(this, &ThisClass::JoinButtonClicked);
}

return true;

}

void UMenu::NativeDestruct()
{
MenuTearDown();
Super::NativeDestruct();
}

void UMenu::OnCreateSession(bool bWasSuccessful)
{
if (bWasSuccessful)
{
UWorld* World = GetWorld();
if (World)
{
World->ServerTravel(PathToLobby);
}
}
else
{
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(
-1,
15.f,
FColor::Red,
FString(TEXT(“Failed to create session!”))
);
}
HostButton->SetIsEnabled(true);
}
}

void UMenu::OnFindSessions(const TArray& SessionResults, bool bWasSuccessful)
{
if (MultiplayerSessionsSubsystem == nullptr)
{
return;
}

for (auto Result : SessionResults)
{
	FString SettingsValue;
	Result.Session.SessionSettings.Get(FName("MatchType"), SettingsValue);
	if (SettingsValue == MatchType)
	{
		MultiplayerSessionsSubsystem->JoinSession(Result);
		return;
	}
}
if (!bWasSuccessful || SessionResults.Num() == 0)
{
	JoinButton->SetIsEnabled(true);
}

}

void UMenu::OnJoinSession(EOnJoinSessionCompleteResult::Type Result)
{
IOnlineSubsystem* Subsystem = IOnlineSubsystem::Get();
if (Subsystem)
{
IOnlineSessionPtr SessionInterface = Subsystem->GetSessionInterface();
if (SessionInterface.IsValid())
{
FString Address;
SessionInterface->GetResolvedConnectString(NAME_GameSession, Address);

		APlayerController* PlayerController = GetGameInstance()->GetFirstLocalPlayerController();
		if (PlayerController)
		{
			PlayerController->ClientTravel(Address, ETravelType::TRAVEL_Absolute);
		}
	}
}

}

void UMenu::OnDestroySession(bool bWasSuccessful)
{
}

void UMenu::OnStartSession(bool bWasSuccessful)
{
}

void UMenu::HostButtonClicked()
{
HostButton->SetIsEnabled(false);
if (MultiplayerSessionsSubsystem)
{
MultiplayerSessionsSubsystem->CreateSession(NumPublicConnections, MatchType);
}
}

void UMenu::JoinButtonClicked()
{
JoinButton->SetIsEnabled(false);
if (MultiplayerSessionsSubsystem)
{
MultiplayerSessionsSubsystem->FindSessions(10000);
}
}

void UMenu::MenuTearDown()
{
RemoveFromParent();
UWorld* World = GetWorld();
if (World)
{
APlayerController* PlayerController = World->GetFirstPlayerController();
if (PlayerController)
{
FInputModeGameOnly InputModeData;
PlayerController->SetInputMode(InputModeData);
PlayerController->SetShowMouseCursor(false);
}
}
}