Post Login Event not firing on active clients after Seamless Travel
The "Event Post Login" bp node in a gamemode blueprint isn't being called when clients finish using seamless travel. Now I figure that this is intended behavior since clients are technically already logged in and their controllers are just being carried over. I need, however, to select players' spawn location and color for the new map after they travel to it.
So, I am wondering if there is a way to call the Post Login Event on clients brought over with Seamless Travel or if there is an alternate node that would call when they are done travelling, preferably giving a reference to their player controller the same way Post Login does.
I have the same "issue". I use the quotes when saying issue because from what I have seen it is normal. When you use seamless travel the clients doesn't disconnect so they can't reconnect. They just load the map.
This means that OnPostLogin will never be called after the connection to the server. If you want a OnPostLogin when a map changes you need to not use seamless travel. Another solution would be to find another event (I am still looking) to know when the map is loaded form the client side and execute an event on the server saying "I joined the map".
I hope it helps :)
I have a solution : On the Tick event check if the player has a locally controlled playercontroller if yes then the client is connected (don't forget the "do once").
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