When introduced with two Steam NetDrivers/NetConnections to the same user, instead of closing out the communications on a per channel basis, the entire session is removed from the connection list. This incorrectly handles the data that we do have about a connection and can cause issues regarding data being sent.
It's also potentially what causes communications to timeout incorrectly.
UMG RichText not appear image when packaged
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
How do I set a material as a post-processing material?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-66212 in the post.