Failed to load Map Package when travelling

Hi, im trying to reproduce this great networking example from epic:

the problem is, when i do it like in the video with the “listen” option on OpenLevel
my client get the message on joinsession:

Failed to load Map Package - Transition failed and it switches back to the main menu

LogGameMode: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
LogNet:Warning: Travel Failure: [LoadMapFailure]: Failed to load package '/Game/Maps/UEDPIE_2_Example_Map'
LogNet:Warning: Travel Failure: [LoadMapFailure]: Failed to load package '/Game/Maps/UEDPIE_2_Example_Map'
LogNet: TravelFailure: LoadMapFailure, Reason for Failure: 'Failed to load package '/Game/Maps/UEDPIE_2_Example_Map''
LogBlueprintUserMessages: Loading Map failed

the map name wont be the same as in the content browser (in the log)

please help me what to do
thank you guys

I would really like to bump this!
Same problem. I create the session, switch the level and it works fine till that point. Then I try to join the session and get the exact same error message like …

And sometimes it doesn’t react after joining an after eating up about 1GB of RAM the editor crashes with the following callstack:
MachineId:021074BA4A10A96DB7FFF892C24D0DE2
UserName:Hannes

Access violation - code c0000005 (first/second chance not available)

UE4Editor_OnlineSubsystemNull!TArray<wchar_t,FDefaultAllocator>::CopyToEmpty<wchar_t,FDefaultAllocator>() + 68 bytes [e:\unrealengine-4.6\engine\source\runtime\core\public\containers\array.h:2204]
UE4Editor_OnlineSubsystemNull!FOnlineSessionNull::JoinLANSession() + 76 bytes [e:\unrealengine-4.6\engine\source\runtime\online\onlinesubsystemnull\private\onlinesessioninterfacenull.cpp:688]
UE4Editor_OnlineSubsystemNull!FOnlineSessionNull::JoinSession() + 380 bytes [e:\unrealengine-4.6\engine\source\runtime\online\onlinesubsystemnull\private\onlinesessioninterfacenull.cpp:597]
UE4Editor_OnlineSubsystemNull!FOnlineSessionNull::JoinSession() + 39 bytes [e:\unrealengine-4.6\engine\source\runtime\online\onlinesubsystemnull\private\onlinesessioninterfacenull.cpp:633]
UE4Editor_OnlineSubsystemUtils!UJoinSessionCallbackProxy::Activate() + 524 bytes [e:\unrealengine-4.6\engine\source\runtime\online\onlinesubsystemutils\private\joinsessioncallbackproxy.cpp:35]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [e:\unrealengine-4.6\engine\source\runtime\coreuobject\private\uobject\class.cpp:3699]
UE4Editor_CoreUObject!UObject::CallFunction() + 1087 bytes [e:\unrealengine-4.6\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:395]
UE4Editor_CoreUObject!UObject::execVirtualFunction() + 116 bytes 

Would be awesome if we could get a fast answer since we are stuck at a gamejam :wink:

So we kind of solved it:
The problem for us was that we used the dedicated server in the network options. When not using the dedicated server in the PIE it works just fine!

Might that be your problem as well?

same problem…not using dedicated server is not an option for multiplayer games (at least if you care about people flying around onehitting everything) so im hoping for someone to come with an actual solution.

Ok the solution here is to clean up the project if you came from an old version, start a new ue4 project, go to explorer, copy all stuff from the old content directory to the new one, copy your source directory, regenerate visual studio project files (rightclick ue4 project in explorer), rebuild and setup the project settings…

complete step took me 15 mins i guess… most time for project settings… i guess you can copy it also (saved/config) but i wanted it clean