What is the proper way to non seamless travel to another map with steam MP on 5.6?

Our project had to move to 5.6, in which SteamNetDriver was moved to SteamSockets module, so we had to enable it in order for multiplayer to work.

Since then, we have another problem, we were using non seamless travel with ?listen property to load onto different maps, because for our game, we expect other players to join in almost any moment.

And by the looks of it, Steamsockets for some reason fails to do so, because we get

“LogSteamSocketsAPI: Error: SteamSockets API: Error Cannot create listen socket. Already have a listen socket on P2P vport 7777”

So, can you tell how we should setup steam/loading map logic to be able to open levels with ?listen param? And if it is even possible right now. Related bug that pretty much sums up the problem:

Steps to Reproduce
Repro is taken from: Unreal Engine Issues and Bug Tracker (UE\-239936)

In a project using the steam online subsystem and steam sockets, host a game using a listen server.

With seamless travel disabled, initiate a server travel, such as by using the “ServerTravel <MapName>” command.

A network failure will occur when attempting to create the new listen socket, causing the instance to return to the project’s default map.

Hi,

I’d recommend checking out this related thread, which is where UE-239936 was reported. It has some more info on the issue, including a potential workaround: [Content removed]

Thanks,

Alex