Do the Session nodes force the use of OnlineSubsystem?

Ok so I am trying to implement multiplayer into my game. In fact it’s the FIRST thing I am trying to do. I feel that it’s most efficient to get multiplayer up and running IMMEDIATELY so as to avoid a butt load of hooblah to implement it later. Anyway, am I forced to use some sort of OnlineSubsystem if I use the Session nodes? (i.e CreateSession, FindSession, JoinSession). Are there any A to Z tutorials out there that work with Blueprint multiplayer? I’ve tried everything from practically cloning the Multiplayer Shootout example to downloading and manually setting up the most recent version of steamworks, to completely deleting my project and starting with a clean slate. Every resource and tutorial I’ve found is the same result. Works over LAN, doesn’t work over internet.

Yes my ports are forwarded, i’ve tried EVERY “solution” from the resources I’ve found, quadruple checked everything. I’m on my last nerve here trying to figure this out. Keep in mind this is Blueprint only. If I need to work with C++ in order for it to work properly, so be it. But please god, does SOMEONE out there have a solution, and if you do can you please tutor me? Share with me your wisdom senpai!

Session functions are part of OnlineSubsystem interface, they will work depending on which OnlineSubsystem you set up, i’m not sure NullOnlineSubsystem (default one) support Sessions in anyway, but i don’t think so, you need online service that supports them. Here you have docs on how to set up Online Subsystem there also detailed instruction how to set up Steam:

Ok, that’s pretty much the answer I was looking for. Thanks for the link, although I do know how to set it up and what not, and how to set up steamworks, it was just that the docs never really stated (in a clear manner anyway) that if you’re going to use the session nodes, you NEED to use a subsystem. I am having a go at it again in hopes I can get it to work. Thanks.