Disconnects within the first Minute after Rejoin

Hello lads,

Let me describe my problem to you. I have set up a little game working with blueprints only. It uses the advanced session plugin and steam to create a session on the steam app-ID 480.

So far so good, everything works fluently. The weird stuff happens, when a client disconnects from the game (by using Alt+F4 or going back to the main menu (doesn’t make a difference)) and tries to reconnect to the server.

What we found out so far is, that if you rejoin immediately, you will most of the times get a disconnect after 0-45 seconds. Sometimes longer.

IF YOU HOWEVER wait for 50-60 seconds after disconnecting before you reconnect, everything again works fluently.

What I found out so far:
-This bug also happened using standard sessions (it is not related to advanced session)

-It does not have any dependencies to the number of clients logging in at the same time

-It is not related to the “default player state” that is spawned for a user to reconnect after he disconnected (If a client disconnects there will be a playerstate waiting for him with an initial lifetime of 300)

-It is not related to any of the post login logic on game mode and not to any logic on event logout

-It does not seem to be happening when started in standalone from editor, only with the 32/64bit dev-build.

-It is also not related to the network connection of the client - it is stable

-If two players leave and join at the exact same time (without waiting) they will both get this random dc at the exact same time

-If the two players however wait for 50-60seconds it is no problem for them to join at the exact same time

(-> It almost appears as if there was a countdown running on the server, let’s assume it is 60seconds and counts down to 0. On 0 it will kick all (too new?) connections. That countdown ticks every minute, if you wait out a tick of it before reconnecting you are fine, if not you will get the dc. This would at least explain the difference in time between the dc’s and the solution of waiting it out)

Is there anything like that? Like a network cleanup-function by default?

Apart from that, from our point of view, it seems to be either completely random (that would be kinda annoying) or somehow related to something that is happening in ue4 by default that we do not know of.

If you need any more details pleease please let me know. I can also add you to our git repo so that you can clone the project and try to replicate it.

Well I kinda found an answer here , but only for C++. I will probably go for it, but it would still be good if someone could have a look at the issue and translate the fix for blueprints.