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Cannot find LAN Dedicated Server Session in PIE

So I specify PIE specifically because I am trying to test in the editor and I have set up my Editor Builds to Trigger the Session's RegisterServer Function which Creates the Dedicated Server's session. In Debug Mode I step through the code and all is successful. However when I go to Find Sessions I get no results. I am using the OnlineSubsystemNull currently as my default Subsystem.

My current Session Creation in my GameSession class looks like this:

  void AMyGameSession::RegisterServer()
     IOnlineSubsystem * onlineSub = IOnlineSubsystem::Get();
     if (onlineSub != nullptr)
         IOnlineSessionPtr sessionInt = Online::GetSessionInterface();
         AMyGameModeBase * gameMode = Cast<AMyGameModeBase>(this->GetWorld()->GetAuthGameMode());
         if (sessionInt.IsValid())
             TSharedPtr<class FMyOnlineSessionSettings> gameHostSettings = MakeShareable(new FMyOnlineSessionSettings(true, false, 4));
             gameHostSettings->Set(SETTING_GAMEMODE, FString(*gameMode->GetName()), EOnlineDataAdvertisementType::ViaOnlineService);
             gameHostSettings->Set(SETTING_MAPNAME, GetWorld()->GetMapName(), EOnlineDataAdvertisementType::ViaOnlineService);
             gameHostSettings->Set(SETTING_MATCHING_HOPPER, FString("MyWorldGame"), EOnlineDataAdvertisementType::DontAdvertise);
             gameHostSettings->Set(SETTING_MATCHING_TIMEOUT, 120.0f, EOnlineDataAdvertisementType::ViaOnlineService);
             gameHostSettings->Set(SETTING_SESSION_TEMPLATE_NAME, FString("MyWorldGame"), EOnlineDataAdvertisementType::DontAdvertise);
             gameHostSettings->bUsesPresence = false;
             gameHostSettings->bIsLANMatch = true;
             gameHostSettings->bAllowInvites = true;
             gameHostSettings->bIsDedicated = true;
             gameHostSettings->bShouldAdvertise = true;
             gameHostSettings->bAllowJoinInProgress = true;
             gameHostSettings->bAllowJoinViaPresence = false;
             gameHostSettings->bAllowJoinViaPresenceFriendsOnly = false;
             this->hostSettings = gameHostSettings;
             this->OnCreateSessionCompleteDelegateHandle = sessionInt->AddOnCreateSessionCompleteDelegate_Handle(this->OnCreateSessionCompleteDelegate);
             sessionInt->CreateSession(0, NAME_GameSession, *this->hostSettings);

My Find Session function in my GameInstance looks like this:

 void UMyGameInstance::FindSessions(TSharedPtr<const FUniqueNetId> userId, FName sessionName, bool bIsLan, bool bIsPresence)
     IOnlineSubsystem * onlineSub = IOnlineSubsystem::Get();
     if(onlineSub != nullptr)
         IOnlineSessionPtr sessions = onlineSub->GetSessionInterface();
         if (sessions.IsValid())
             const FString gameMatch("MyGameWorld");
             this->SessionSearch = MakeShareable(new FMyOnlineSearchSettings(bIsLan, bIsPresence));
             this->SessionSearch->bIsLanQuery = bIsLan;
             this->SessionSearch->MaxSearchResults = 20;
             this->SessionSearch->PingBucketSize = 50;
             //this->SessionSearch->QuerySettings.Set(SEARCH_KEYWORDS, gameMatch, EOnlineComparisonOp::Equals);
             TSharedRef<FOnlineSessionSearch> searchSettingsRef = this->SessionSearch.ToSharedRef();
             this->OnFindSessionsCompleteDelegateHandle = sessions->AddOnFindSessionsCompleteDelegate_Handle(this->OnFindSessionsCompleteDelegate);
             sessions->FindSessions(*userId, searchSettingsRef);

Product Version: UE 4.21
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asked Nov 29 '18 at 08:17 AM in C++ Programming

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So here I am answering my own question again. The Answer to this is straight forward. Inorder to test your dedicated Server and Online Subsystem you must create a built Server and Packaged game. Then you can launch the server (with log preferably for testing) and then launch a client game to test your connection. For details on how to setup a dedicated server follow the link.

[Setup Dedicated Server][1] [1]: https://wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_%26_Linux)

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answered May 16 '19 at 01:07 AM

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