Hi, I’m encountering session problems after upgrading engine to 5.0-5.1. I can create session, find it from another machine but can’t joinable. After unsuccesfull join attempt, game crashs when I create session and trying to load new map (Couldn’t spawn player).
I’ve changed SteamSocketsNetDriver to SteamNetDriver and disabled Steam Sockets plugin but it doesn’t work with Shipping build. Development build and SteamNetDriver is working. I’ve tried 7777 and 27015 ports, didn’t worked. Anyone has an idea? Am I the only person having troubles with Steam Session?
5.0.3 had Seamless Travel bug which happens when Client loads map before Server, client controller wasn’t spawning in that stuation. I’ve needed to upgrade engine to 5.1 for fix. Now I’m encountering with this joining problem.
I’m wondering if Epic Stuff looking into forums to help us and share their knowledge? It looks like they’re waiting for another user who struggles too many days-weeks find a solution will help us.
UPDATE: I’ve tried with blank TPS project, same problem. (Different PCs, different Steam accounts, Shipping build, Steam overlay is working) I’ve also tried to make a bug report but log file is necessary. Shipping build has no log files so I don’t know what to do.
We’re also getting this after upgrading to 5.1, it’s impossible to join a session now. We get this log repeatedly which suggests the client is connected but every packet is being rejected.
LogHandshake: Incoming: Rejecting game packet with invalid session id (0 vs 0) or connection id (7 vs 0).
It’s not a fix for the actual issue, it’s just forcing the handshake validation to skip verifying the client. They have this console command net.VerifyNetClientID but it doesn’t work because they made a mistake in the code:
Yeah, I’m on Development build configuration. I’m trying to debug to see what’s happening, and from what I see the PacketHeader is overflowing, but I don’t know why. Maybe it’s the SteamSockets plugin and the max packet size set to 1024.
EDIT: Solved the issue, I had to disable the net verify client ID and session ID on both client and server
or by editing the engine source code and disabling the global variables there instead of using the console commands. This is a temporary fix though, because there is an issue with the system and Steam, but it should not be disabled because it gives additional security on UDP packets.