How does ue4 handle several maps at a time?

Hi,

I’m struggling with networked travelling from map to map, can’t have the clienttravel (loss of every connections) or servertravel (crash due to garbage collector problems) working.

Can someone confirm me (or not) that UE4 can have several maps loaded at the same time ? I am not talking about streamed levels, but “real” levels (hope you know what i mean^^). I am thinking about clients being spread over several levels at runtime (mmo style). Is that possible ?

If yes, how should this be handled ? Does clienttravel take care of everything, or do i have to tell the server to load each map in the background before each client can travel to the map ?

Is there an array of opened or available maps ? Can i create one ?

If no, then should i hard wire in my brain that “one ip = one map at a time” ? Then how can i implement an mmo logic ?

Sorry, it’s a lot of questions, maybe not clever. I’m confused here, i can’t make a clear global view of the logic behind.

Thanks

Cedric