If you want a typical multiplayer setup:
- Run one machine as either a dedicated server or a listen server via the Create Session blueprint node. I don’t know whether putting the -listen switch in the Create Session blueprint node makes the difference for that or not.
- Run up to 15 other machines and have them join the session that was created by first using the Find Sessions node, then picking one from the array of those sessions found, and using that on Join Session node.
- Now the clients are connected to the server.
How the Find Sessions node works depends on which Online Subsystem you’re using. I think it uses Steam by default. You can reconfigure the ini file to use NULL online subsystem instead of you want to just connect to static IP address, use LAN, etc. Or you can program your own Online Subsystem in C++.
If you’re trying to do something other than the typical flow in the 3 steps above, then I think we need a little more explanation to be able to help you.