Why UE 4.10 crash when client joins client on lan?

Hi I don’t know if I am doing this the wrong way. I have a multiplayer game in which I mirrored the multiplayer shootout game blueprints. If I create the game in server and join the server with a client everything works fine but If I want to do the opposite the editor crashes, which I guess is natural. But if I want to do this in a LAN scenario I should be able to host in client and join in another client right?, if I am wrong about this last statement please let me know because I am new to this.

My game keeps crashing when, in LAN mode, I host a game in a client machine and join it in another client machine.

I am doing this running 2 PIE windows with “dedicated server” checked. Here is the crash report in case it helps somehow.

Thanks

MachineId:5FEF65C44A7445C55881568355FC7B44
EpicAccountId:765ef892018044b98d45e0e7a9bfd2ac

Access violation - code c0000005 (first/second chance not available)

“”

UE4Editor_Engine!UWorld::RepairWorldSettings() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\world.cpp:823]
UE4Editor_Engine!UWorld::PostLoad() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\world.cpp:591]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\obj.cpp:723]
UE4Editor_CoreUObject!StaticDuplicateObjectEx() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1693]
UE4Editor_CoreUObject!StaticDuplicateObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1553]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEWorldByDuplication() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:3455]
UE4Editor_Engine!UEngine::LoadMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\unrealengine.cpp:9457]
UE4Editor_Engine!UEngine::TickWorldTravel() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\unrealengine.cpp:8896]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1285]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

I do not believe play-in-editor (PIE) supports clients not launched through the same editor instance. To test multiplayer, you’ll need to create a standalone build, or launch the editor in standalone mode.

To launch the editor in standalone mode, you’ll need to add a “-game” option to whatever shortcut you currently use to launch the editor. So long as both clients are using the same version of your assets, they should be able to connect to each other in this mode.

Sorry I just realized my question was out of place because for a multiplayer session to work there must be at least a server, in my case would be a “listen server” which would be the executable game that creates the game, at session creation the executable game would automatically become the listen server and any game executable joining would become the client. So now I realize that two clients would never get to connect to each other and because of this the scenario simulated by 2 PIE clients trying to connect to each would never happen and my problem becomes kind of irrelevant and I am very sorry for this jajaja XD.

I tried my game executables and they work fine at least in LAN for now. I used the

[OnlineSubsystem]
DefaultPlatformService=Null

And build the dependencies accordingly. I will try later on to change the “default platform service” to see if I can make it work through the internet, right now computers can’t see each other on session search.