UE 5.5 - Online Subsystem 'Join Session' always results in `On Failure`

im having the same issue, players cant find the lobby when searching. Did you find a fix?

Hey thank you @mordentral for your work, for me at least the find friend session node is working again with your fix!

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UE5.5.3, AS 5.5
Hey Mordentral, I appreciate the work you are doing. Is there an update coming soon? Currently having the same issue. Does Epic know?

Update to what? the engine? I fixed it in my plugin so people can work around it, the engine hasn’t corrected it no.

Hmm, well in my case I keep getting
STEAM: Found 0 lobbies, finalizing the search
Warning: STEAM: Server response IP
Warning: STEAM: Removed incompatible build:…
Warning: STEAM: Failed to respond IP"
over and over.
not sure whats going on then

That didn’t have anything to do with the reported issue above, and also is usually a misconfigured subsystem or you actually do have incompatible builds.

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Hello, I’m a bit late to the party, but I’m encountering the same joining issue.
I’ve tried latest AvancedSessions Plugin binaries and the source straight from the GitHub too, but it just doesn’t want to work, even with the workaround it now has of setting the two booleans to true.

This is my setup:


I’m correctly receiving the invite and I’m able to fire the JoinSession event, however just like in the issues above it’s instantly failing even before going through the normal execution pin.

I’ve also tried using a FindAdvancedSessions node to find a session and try to join it, but the problem persists. It seems that no matter how you get the session, you can’t join it.

If it can be of any use, here’s my blueprint logic for creating the session too:


The “LoadingLevel” it opens after creating the session immediately loads data from a SaveGame and opens a different Level, without any form of travel. (The session still seems to be intact)
I’m wondering if that’s the issue, but changing the logic to use travelling would require a bit of work so I’d like to know if I should even try or if the problem is very likely to not be related to that.

Am I missing something?

Hey folks, I believe it might be this change that is causing issues in 5.5. Could someone point to me in Stean OSS code where bUsesPresence or bUseLobbiesIfAvailable is being overwritten? I had a peak at our code and I’m not seeing where the issue is. Thank you!

I’m not sure where it’s being overwritten, but bUseLobbiesIfAvailable is being set to False.

[2025.03.12-13.58.54:030][435]LogTemp: Warning: Found sessions num : 1
[2025.03.12-13.58.54:031][435]LogTemp: Warning: UseLobbiesIfAvailable : False
[2025.03.12-13.58.54:032][435]LogTemp: Warning: UsesPresence : True

has there been any more update for this i am having the same issues when trying to setup the dedicated server. im using 5.5.4 and latest advanced sessiosn plugin. i have opened ports i can find the session and when i click join the verbose shows that my client and server have completed their handshake and then the client joins but the server then stops with a hold error on a uobject issue

An error on a uobject isn’t related to this in any way. Your server is likely throwing an ensure about something, check the log, that is a standard bug / crash, not subsystem related.

I have the same issue on 5.5 with trying to connect on listen servers.

With UE 5.5, this is the way. Thank you sir!