Seamless Travel to Same Level Problems
Using 4.13.2 with the ShooterGame demo for testing I've noticed that if I use seamless ServerTravel to reload the same level twice then things go bad. AGameMode::PostSeamlessTravel seems to call HandleSeamlessTravelPlayer immediately for remote players who have not started to travel, since the ClientWorldPackageName is the same both before and after the transition.
This means that APlayerController's LastCompletedSeamlessTravelCount and SeamlessTravelCount are equal already for remote clients when the server's PostLoadMap event triggers.
Normally for ShooterGame this doesn't seem to be an issue but I am writing a plugin that spawns an entity from the PostMapLoad event and doing that in this situation completely breaks the remote clients' replication, but works perfectly otherwise.
First seamless travel, looks good and works fine:
Seamless travel again to the same level, the remote client is stuck and replication doesn't work:
Relevant engine code:
I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.
Have a great day
answered Nov 21 '16 at 04:47 PM
Sean L ♦♦ STAFF
I am in the same situation too, in 4.17.2.I want to change the gamemode on the same map.I got "ActorChannelFailure" randomly in every seamless travel.
answered Feb 04 '18 at 11:25 AM
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