UEDPIE Can't find file for asset Error when joining LAN session

Hi, im trying to get joining via lan to work, it used to work like back in 4.5 but I stopped testing it for the last few weeks and now im getting this.

I am joining via blueprint sessions, lan is checked everywhere and set as defaultsubsystem in the config. As the error includes “pie” stuff I thought i give it a try in a cooked version, but sadly those started crashing instantly without error in the current engine.

Client:

LogNet: Browse: //Game/Maps/MainMenu
LogInit: WinSock: Socket queue 32768 / 32768
LogNet: Game client on port 7777, rate 10000
LogNet: GetLocalNetworkVersion: GEngineNetVersion: 2467323, ProjectName: ggbomberman, ProjectVersion: , LocalNetworkVersion: -1906799277
LogNet: Welcomed by server (Level: /Game/Maps/UEDPIE_0_BombermanClassic, Game: /Game/GGEngine/GameModes/Bomberman/TopDownGame.TopDownGame_C)
LogLoad: LoadMap: //Game/Maps/UEDPIE_0_BombermanClassic?game=/Game/GGEngine/GameModes/Bomberman/TopDownGame.TopDownGame_C
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000001B01D120
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000001B1880E0
Cmd: MEM
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 592.01 MB used, 608.07 MB peak
LogMemory: Process Virtual Memory: 489.22 MB used, 528.51 MB peak
LogMemory: Physical Memory: 5318.53 MB used, 8111.55 MB total
LogMemory: Virtual Memory: 1054.86 MB used, 8388608.00 MB total
Allocator Stats for TBB: (not implemented)
LogLinker: Can't find file for asset '/Game/Maps/UEDPIE_0_BombermanClassic' while loading NULL.
LogLinker:Warning: Can't find file '/Game/Maps/UEDPIE_0_BombermanClassic'
LoadErrors:Error: Error /Game/Maps/UEDPIE_0_BombermanClassic : Can't find file /Game/Maps/UEDPIE_0_BombermanClassic
LogNet: Browse: /Game/Maps/MainMenu?Name=Player
LogLoad: LoadMap: /Game/Maps/MainMenu?Name=Player
Cmd: MEM
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 592.04 MB used, 608.07 MB peak
LogMemory: Process Virtual Memory: 489.22 MB used, 528.51 MB peak
LogMemory: Physical Memory: 5318.53 MB used, 8111.55 MB total
LogMemory: Virtual Memory: 1054.86 MB used, 8388608.00 MB total
Allocator Stats for TBB: (not implemented)
LogPlayLevel: PIE: StaticDuplicateObject took: (0.005205s)
LogPlayLevel: PIE: World Init took: (0.000860s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Maps/MainMenu.MainMenu to /Game/Maps/UEDPIE_0_MainMenu.MainMenu (0.006521s)
LogWorld: Game class is 'MainMenuGame_C'
LogAIModule: Creating AISystem for world MainMenu
LogWorld: Bringing World /Game/Maps/UEDPIE_0_MainMenu.MainMenu up for play (max tick rate 60) at 2015.03.11-21.52.33
LogWorld: Bringing up level for play took: 0.004285
LogGameMode: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
LogNet:Warning: Travel Failure: [LoadMapFailure]: Failed to load package '/Game/Maps/UEDPIE_0_BombermanClassic'
LogNet: TravelFailure: LoadMapFailure, Reason for Failure: 'Failed to load package '/Game/Maps/UEDPIE_0_BombermanClassic''
LogBlueprintUserMessages: Error: Travel Error with Failure Type:Load Map Failure
LogNet: UNetConnection::Close: Name: IpConnection_0, Driver: PendingNetDriver IpNetDriver_0, PC: NULL, Owner: NULL, Channels: 2, RemoteAddr: :7777, Time: 2015.03.11-20.52.33
LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: ControlChannel_0
LogNet: DestroyNamedNetDriver IpNetDriver_0 [PendingNetDriver]
LogExit: PendingNetDriver IpNetDriver_0 shut down
LogNet: Browse: /Game/Maps/MainMenu?closed
LogNet: Failed; returning to Entry
LogLoad: LoadMap: /Game/Maps/MainMenu?closed
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000001B9CADE0
Cmd: MEM
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 600.19 MB used, 608.07 MB peak
LogMemory: Process Virtual Memory: 497.23 MB used, 528.51 MB peak
LogMemory: Physical Memory: 5326.89 MB used, 8111.55 MB total
LogMemory: Virtual Memory: 1062.86 MB used, 8388608.00 MB total
Allocator Stats for TBB: (not implemented)
LogPlayLevel: PIE: StaticDuplicateObject took: (0.004729s)
LogPlayLevel: PIE: World Init took: (0.000569s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Maps/MainMenu.MainMenu to /Game/Maps/UEDPIE_0_MainMenu.MainMenu (0.005542s)
LogWorld: Game class is 'MainMenuGame_C'
LogAIModule: Creating AISystem for world MainMenu
LogWorld: Bringing World /Game/Maps/UEDPIE_0_MainMenu.MainMenu up for play (max tick rate 60) at 2015.03.11-21.52.33
LogWorld: Bringing up level for play took: 0.005594
LogGameMode: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating

And the host gets this:

LogNet: NotifyAcceptingConnection: Server BombermanClassic accept
LogNet: Open BombermanClassic 03/11/15 21:52:37 
LogNet: Added client connection.  Remote address = :53938
LogNet: NotifyAcceptingChannel Control 0 server World /Game/Maps/UEDPIE_0_BombermanClassic.BombermanClassic: Accepted
LogNet: Remote platform little endian=1
LogNet: This platform little endian=1
LogNet: GetLocalNetworkVersion: GEngineNetVersion: 2467323, ProjectName: ggbomberman, ProjectVersion: , LocalNetworkVersion: -1906799277
LogNet: Login request: /Game/Maps/MainMenu?Name=Gott-PC-userId: Gott-PC-E940CA7F40C9CA79FCF82DB10F8FB94E
LogNet: Client netspeed is 10000
LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
LogNet: UChannel::CleanUp: [GameNetDriver] [NoPC] [No Owner]. ChIndex == 0. Closing connection.
LogNet: UNetConnection::Close: Name: IpConnection_0, Driver: GameNetDriver IpNetDriver_0, PC: NULL, Owner: NULL, Channels: 2, RemoteAddr: :53938, Time: 2015.03.11-20.52.37
LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: ControlChannel_0

as the error suggests this is a play in editor (PIE) only error. it seems to be known, but i could not find a working solution. guess fixing my game to not crash in standalone just became a priority.

There are 3 important things to keep in mind for multiplayer and everything will work just fine.

  1. Your host needs to be a listen server, else all connections will fail with a timeout. (either add “listen” as option at the open level blueprint node or add ?listen to your console command, like “open mymapname?listen”

  2. Never play in editor (PIE), I do not know if it can work, but you save yourself a load of testing if you just use the “standalone” play mode. cooking also works fine, though time consuming.

  3. If you use steamsubsystem for online play, be sure that everyone is logged into steam, not just the host.

Thats it, now creating/finding/joining sessions work like a charm.

Never play in editor (PIE), I do not
know if it can work, but you save
yourself a load of testing if you just
use the “standalone” play mode.
cooking also works fine, though time
consuming.

in my case that was the issue with steam