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Is there a way to have SeamlessTravel change gamemodes for clients as well? (In blueprint)

My goal is to have a client that connect to a lobby via normal travel to connect to a P2P lobby, and then have the host seamless travel to the playing level once players are ready.

The breakdown of gamemodes (Each gamemode has their own PC):

  • Default gamemode is set to SplashGM

  • Non connected client level's

  • Gamemode: No Override Lobby

  • Gamemode: No Override Castle

  • level's Gamemode: FishGM


When I use execute console command: 'ServerTravel /game/maps/castle' my server switches gamemodes and it appears that the server thinks that the client has too because of the server's log + a pawn spawns from the client's FishPC, but the client does not reflect the change in gamemode: http://puu.sh/kWZLk/2f4c326d0d.png

So I was wondering if this is something I am not doing quite right, or something that I would need to code in c++.

Product Version: UE 4.9
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asked Oct 25 '15 at 01:52 PM in Blueprint Scripting

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Aesais
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Hello!

In this thread I got alot of help with getting this working. It needs some coding in c++ but actually very little.

https://answers.unrealengine.com/questions/726394/how-to-use-server-travel-in-multiplayer-game.html

Hope it helps!

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answered Apr 16 '18 at 06:45 AM

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Mivke1
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