So I changed this to
CachedClientID = FMath::Max(ConfigCachedClientID, 0);
And now I can connect fine to a server hosted by another player.
Both running “Game” target build using the Lyra sample project with Steam as the default platform service.
Engine compiled from source using ue5-main branch as of today.
I’m not sure if this is a real fix, I don’t understand why this is “+1”.
Also this topic should not be marked as solved.