Disconnecting right after joining a session and unable to rejoin.

First, I’d like to declare that it works smoothly when started from the editor as 2 PIE window. (4.13.1)

I try to use Steam subsystem to join another session. The game finds the server, connects to it, loads the level, the new actors spawn in as they should when the Event OnPostLogin is called, and both the server and a client see the changes without any problem. But after 1-2 seconds the client quits the session, is dropped back to the main menu, and what is more strange can’t find the server ever again AND can’t start a new game itself. (It is programmed that if you can’t join a server, create a new one automatically.)
It happens in both direction, so the same results if I try to host and my friend tries to join in.

A few weeks ago it worked flawlessly, I could join a server, then we could do things that both side saw, no crash, no quit. (Maybe it was just 4.13.0 yet). Since then I didn’t modify the way of joining, only the game mechanics that shouldn’t affect this.

Hey ,

Do you have any server logs regarding the disconnect for the client?

My first guess is a failed server function that is kicking the player because the validate( ) function is returning false.

Thanks.

Sure, here they are! (I hope the right ones, we tried many times)
Both are from my side, creating a game, or trying to join one.

link text
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Hey again,

So you have a lot going on here but my guess is something with all of these:

LogNet: NetworkFailure: NetChecksumMismatch, Error

I recommend going through your project and debugging all of what is being logged out in these log files. There is probably something going on to cause the connection to fail because of how your game is setup.

As far as I can tell, the net guids are not matching? How is that possible? When are these created? When packaging the game? There is no way I am messing with those, since it is a pure blueprint project.

Well, I put tons of PrintText in my code, to see when does the client crash. And now this problem doesn’t happen. So I don’t know what caused it, but for now it’s gone, so I mark it solved.