Level blueprint : BeginPlay not executed on clients

Hi,

I am trying to find a way to know when the level is loaded after a seamless servertravel.
Since OnPostLogin will not be called (no actual disconnection) I thought that the BeginPlay of the level was a nobrainer.
This is my issue : The Event BeginPlay of the Level Blueprint is not executed on client but is executed on the authority WHEN I do a servertravel. But if I start in editor directly in the map (and don’t use my lobby system) it works.

What can I do ?

I didn’t find any documentation on what event is executed where :confused:

Okey, it is not executed on the clients.
You need to check on each tick on the clients if they finished loading the map by check if there controller is a local controller (means it has been possessed).

BeginPlay should be called on level blueprints for both clients and server. I had this behaviour (BeginPlay only running on server) on non-seamless travel, and it ended up being my error. I forgot to call Super::HandleMatchIsWaitingToStart() when I overrode it in my AGameState subclass.

Try this