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Multiplayer sessions acting different depending on build type

Hi, I'm trying to setup local lan multiplayer for internal testing at the office. The problem I'm getting is that sessions react wildly different depending on how the game is launched.

First the simple lan code :

alt text

In new editor window:

Creating a session works and the game opens the new level , joining a level gives succes but does NOT switch level, i.e. it reloads the menu level and not the game level the server is running.

Standalone game started from editor or command promt:

Works! Creating session + loading map works, joining a level will load the map of the server. Edit** : Doesn't work if it is not on same computer, else it will find session and reload menu on join (probably du to failure)

Full build:

Edit** instant failure on both create and find session

I'm using [OnlineSubsystem] DefaultPlatformService=Null in the DefaultEngine.ini file. So far i'm just running the game x2 on my own computer.

We have some problems with animations on uncooked builds, so it would be nice to get full builds or just in editor play to work. Any suggestions on how to debug this?

Product Version: UE 4.7
Tags:
sessionquestion.png (334.6 kB)
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asked Jul 01 '15 at 08:22 AM in Blueprint Scripting

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Vejgaard
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I have lan multiplayer working in a build now. Before i had added [OnlineSubsystem] DefaultPlatformService=Null to my DefaultEngine.ini, but i needed to also add

         "OnlineSubsystem", 
         "OnlineSubsystemNull", 
         "OnlineSubsystemUtils"

to my *.Build.cs file under PublicDependencyModuleNames.AddRange(new string[] {

I still don't know why this doesn't seem to work, in uncooked builds.

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answered Jul 01 '15 at 11:21 AM

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Vejgaard
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