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Test with two players

Choose the right setup for testing in the editor and packaged builds.

Start with two accounts and one provider. Add mirrors, voice, and hosting after the basic join works.

Test Use it for
PIE Fast graph and UI checks; EOS Developer Auth Tool can supply separate users.
Standalone or packaged clients Startup login, overlays, SDK staging, and real travel.
Separate machines/accounts Cross-store discovery, internet transport, voice, and host loss.

EOS in PIE

Run the EOS Developer Authentication Tool and sign in separate users named Context_1, Context_2, and so on. Set EOS Auto Login Type → Developer Tool and Developer Tool Url to the tool’s address and port. Start the same number of PIE clients.

This path uses Unreal’s PIE login. Do not also call Account Portal or another automatic login flow in those clients. Credential numbering follows active PIE clients; Unreal’s world context names are not the authentication credential names.

Steam testing

Use the Steam client and an account entitled to your app. Only one eligible local game instance owns Steam startup login per app; other PIE/Standalone clients in that run are excluded. Use separate machines and Steam accounts for two independent Steam players. -NoSteam, commandlets, and dedicated servers do not start a Steam client login.

Repeatable check

  1. Confirm both player handles are valid and different.
  2. Create on A, find on B, then join. Confirm membership on both.
  3. Start the host and confirm B reaches the gameplay map.
  4. Leave deliberately, repeat, then test cancellation or host loss.

For each provider combination, repeat in a packaged build. Record the engine version, platform, provider policy, and full error category/code/message when a step fails. Never include tokens or secrets in a bug report.

When discovery or login differs between clients

Check product/sandbox/deployment, app entitlement, protocol version, public join policy, filters, and capacity. Provider credentials must belong to the same intended environment. EOS developer accounts may also need access to the product’s sandbox.

Successful PIE login does not verify overlays, packaged libraries, microphone permission, or internet reachability.

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