I'm working with Unreal Engine 5.0.3 using blueprints.
For our project, we're looking to build a game where a user hosts a server from their client then allow for other clients to find available lobbies from a list to then join.
I've had success with getting the hosting client to login with custom ID then create a lobby.
However, when I go into another application instance and login with a new unique ID and invoke "Find Lobbies, it returns 0 results. In the hosting user application instance, if I perform a "Get Lobby" on the newly created lobby, that returns the lobby successfully. However, if I invoke the "Find Lobbies" from the hosting user application instance, that will still return 0 results.
1. I understand that for "Find Lobbies" to work, it requires a user to be connected to the lobby, to be sure, does invoking "Create Lobby" also connect the user to the lobby they've created?
2. When invoking the "Find Lobbies" node, I don't provide any additional parameters to the Make MultiplayerFindLobbiesRequest, I hope the default makes it more open to finding available lobbies. Am I wrong to think so?
3. Could you provide any further clarification with regards to how I can pull data back from "Find Lobbies"?
Let me know if you need further details regarding my set up, and I'll be sure to respond as soon as possible. I've reviewed quite a few of the documentation and feel that I am exhausting the majority of options to resolve my issue.