Session Loads Successfully, but Screen Remains Black

I’m at loss as what to try to resolve this. I’m running 2 editor windows in LAN mode, and the session is valid, and the success pin is hit and prints a success message with a session id, but my client never joins the server, they just remain in a black void while the server runs around the map.

So far I’ve tried switching to the Advanced Session plugin, but it has the same issue. Has anyone run into something like this before? It never logs an error, but here is the last of what it logs:

[2022.02.22-02.49.27:179][997]LogWorld: Bringing World /Game/Maps/UEDPIE_1_MainMenu.MainMenu up for play (max tick rate 0) at 2022.02.21-21.49.27
[2022.02.22-02.49.27:179][997]LogWorld: Bringing up level for play took: 0.000240
[2022.02.22-02.49.27:179][997]LogOnline: OSS: Creating online subsystem instance for: :Context_20
[2022.02.22-02.49.27:182][997]PIE: Server logged in
[2022.02.22-02.49.27:183][997]PIE: Play in editor total start time 0.122 seconds.
[2022.02.22-02.49.32:733][646]LogNet: Browse: /Game/AdvVehicleTemplate/Map/Onli_Map
[2022.02.22-02.49.32:733][646]LogLoad: LoadMap: /Game/AdvVehicleTemplate/Map/Onli_Map
[2022.02.22-02.49.32:733][646]LogWorld: BeginTearingDown for /Game/Maps/UEDPIE_1_MainMenu
[2022.02.22-02.49.32:733][646]LogWorld: UWorld::CleanupWorld for MainMenu, bSessionEnded=true, bCleanupResources=true
[2022.02.22-02.49.32:734][646]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2022.02.22-02.49.32:787][646]LogAudio: Display: Audio Device unregistered from world 'None'.
[2022.02.22-02.49.32:789][646]LogUObjectHash: Compacting FUObjectHashTables data took   1.43ms
[2022.02.22-02.49.32:852][646]LogAudio: Display: Audio Device (ID: 10) registered with world 'Onli_Map'.
[2022.02.22-02.49.32:853][646]LogAIModule: Creating AISystem for world Onli_Map
[2022.02.22-02.49.32:853][646]LogLoad: Game class is 'CarMod_BP_C'
[2022.02.22-02.49.32:859][646]LogWorld: Bringing World /Game/AdvVehicleTemplate/Map/UEDPIE_1_Onli_Map.Onli_Map up for play (max tick rate 0) at 2022.02.21-21.49.32
[2022.02.22-02.49.32:859][646]LogWorld: Bringing up level for play took: 0.005415
[2022.02.22-02.49.32:861][646]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2022.02.22-02.49.32:862][646]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2022.02.22-02.49.32:862][646]LogLoad: Took 0.127720 seconds to LoadMap(/Game/AdvVehicleTemplate/Map/Onli_Map)
[2022.02.22-02.49.33:924][771]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2022.02.22-02.49.40:504][559]LogBlueprintUserMessages: [ServerMenu_C_0] Skyfire-36B1A21A4504AB8DEB471D8AAE0687CE
[2022.02.22-02.49.42:340][779]LogOnlineSession: OSS: Join session: traveling to 192.168.0.174:0
[2022.02.22-02.49.42:340][779]LogBlueprintUserMessages: [GameInfoInstance_C_7] Joined Session Sucessfully
[2022.02.22-02.49.42:340][779]LogBlueprintUserMessages: [GameInfoInstance_C_7] 418B9E1E41B03B642128B58CF323DE6D
[2022.02.22-02.49.42:341][779]LogNet: Browse: 192.168.0.174:0/Game/Maps/MainMenu
[2022.02.22-02.49.42:341][779]LogInit: WinSock: Socket queue. Rx: 32768 (config 32768) Tx: 32768 (config 32768)
[2022.02.22-02.49.42:341][779]LogNet: Created socket for bind address: 0.0.0.0 on port 0
[2022.02.22-02.49.42:341][779]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2022.02.22-02.49.42:341][779]LogNet: Game client on port 0, rate 100000

Joining a session and connecting to the host are two different things.

Create Session → Host match
Join Session → Connect to match

I’m not sure what you mean. All the examples I’ve seen in blueprint only use the Create Session and Join Session nodes. To be clear, I am running 2 instances, the first instance (server) hosts the session, and the second game (client) searches for open sessions on my LAN, successfully finds one, and joins the session successfully, but the map never loads for the client.

I’ve spent almost two years working on an online subsystem based matchmaking plugin. Joining a session isn’t going to connect (load) you anywhere, unless the blueprint node that you are using has it prebuilt. I’ve done everything in C++ so I can’t really comment on the blueprint side of things.

After several frustrating days, I finally figured out my issue. When I had the host load the level, I failed to pass it the listen option. This prevented the host from allowing in other players. I hope this madness helps someone else out in the future.