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);
		}
	}
	else
	{
		this->OnFindSessionsComplete(false);
	}
}

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]: A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums