Steam issue when project migrate to 5.0 - Restarted Handshake failed

Hello,

I just migrate my project from 4.27 to 5.0 and I got an issue with Steam.

Here are the context of my project:

First level is the menu, you can host a game (create a lobby and oppening a new level) or join a game (with join session).

This works fine (in editor and in packaged game). I can create a session (using steam or not) and a player can join the level.

When all player are ready, the host (the server), execute a console command “servertravel” to the new map.

This works in editor without steam (with 2 standalone windows) but in packaged game, with two PC and two differents steam accounts it does not work.

Here are the stack of logs that repeat again and again :

LogNet: NotifyAcceptingConnection accepted from: 76561199261744067:7777
LogHandshake: SendConnectChallenge. Timestamp: 6.454055, Cookie: 092147118171013085094108208253134230161197243112230091244033
LogNet: NotifyAcceptingConnection accepted from: 76561199261744067:7777
LogNet: NotifyAcceptingConnection accepted from: 76561199261744067:7777
LogHandshake: SendChallengeAck. InCookie: 226073107227157174000160150107238064025204127125234029041116
LogNet: Finding connection to update to new address: 76561199261744067:7777
LogNet: Failed to find an existing connection with a matching cookie. Restarted Handshake failed.

And after a few times, the server end the connection with the client.

What is strange is that after I can rejoin the game, directly with a join session and it works nice.

To add, with the previous version (4.27), It works whithout issue, in the same context.

Can someone help me on this issue please ? I could not find something yet on internet;

Thanks a lot :slight_smile:

Hey, I’m having the exact same issue. From host side, it says it “failed to find an existing connection with a matching cookie”, and from the client side, it says “PacketHander isn’t fully initialized and also didn’t fully consume a packet! This will cause the connection to try to send a packet before the initial packet sequence has been established.” Also, it says that remote address’ PC is NULL, Owner is Null and UniqueId is NULL. I cannot seem to work this through.
Have you maybe found a solution? Also, when testing remotely, I am sometimes able to join as client, but most of the times, I am not.

Hey, I did not find the solution to the problem that I describe, however, I change the design and I use seamless instead of non-seamless travel. Then it works fine. :slight_smile:

Thanks for your answer. I’ll give it a try too :slight_smile:

We have been working on UE from 4.19 up to 4.27.2, we migrated to UE5 and now have this exact same issue, updating to 5.0.3 didn’t help. Is the only way to change to using seamless travel? any UE dev advice would help.