through the NAT port 7777

I am using Unreal Engine 5.5.4 and implementing multiplayer with the Epic Online Service as a host. I can connect to the lobby, connect to the session, and have voice chat.

However, after that, the client cannot move to the host’s level using ClientTravel (host IP address).

The following message appears in the log:

Initial Connect Diagnostics: Sent ‘10’ packets in last ‘10.009188’ seconds, no packets received yet.

If I specify a local IP address and run OpenLevel (host IP address: 7777), I can move to the host’s level.

There may be restrictions on port 7777 on my home network, but I cannot open ports on my router every time.

I would like to know if there is a way to move to the host’s level by going through the NAT on the Epic Online Service.

EOS has a way to do nat hole punching (i think it’s called)
it’s on the docs :slight_smile:

Thank you for your comment.
Does the nat hole punching document refer to the NAT P2P Interface below?
NAT P2P Interface

The contents of this document seem to assume that chat will be sent and received using EOS_P2P_SendPacket.

I would like to traverse the NAT on port 7777 using ClientTravel etc., is there another document?

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Im not sure tbh, ive never used it.
I tmink it matters most when using p2p.
If you have a server the ports should be open. But maybe you can still use p2p.