This seems to occur because the original listen socket is still around when the instance tries to create the new one, even though it has been marked for deletion.
The issue does not occur when FSteamSocketsSubsystem::CleanSocketInformation is called after unloading the previous world.
In a project using the steam online subsystem and steam sockets, host a game using a listen server.
With seamless travel disabled, initiate a server travel, such as by using the "ServerTravel <MapName>" command.
A network failure will occur when attempting to create the new listen socket, causing the instance to return to the project's default map.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-239936 in the post.
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Component | UE - Online |
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Affects Versions | 5.5 |
Created | Jan 24, 2025 |
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Updated | Jan 27, 2025 |