Problem
Build Type: Binary
BuildVersion: 4.13.2 and 4.14.1
Detailed description of issue: Server and clients are on some kind of lobby map. Seamless travel is enabled in the game mode. Server travel is called and server and clients travel to a new map. The new map contains a streaming level with “always loaded”. Any actor that is part of the streaming level does not call any RepNotify functions on clients.
#How to reproduce
##Setup
First of, link to sample project: [GoogleDrive-Link][1]
I have a very simple test actor that has a trigger. If a player enters the trigger zone he sets a flag to delete itself and does so in the corresponding RepNotify function:
The lobby the player starts in executes the server travel and seamless travel is enabled in the game mode:
Lastly the test level itself is empty, and the actual level is streamed with “always loaded”:
##Test procedure
- Package the project
- Create server shortcut with arguments: “Lobby?listen -log”
- Create client shortcut with arguments: “127.0.0.1 -log”
- Start Server
- Start Client
- Press “Enter” on server to start server travel
- Use either server or client character and move into trigger zone of test actor
- Actor not deleted on Client!! <— RepNotify not called
- Open another client to join the game in progress
- Test actor is deleted on new client! <— RepNotify was called!
- Get in range of another test actor
- Old client still sees actor new client does not <— RepNotify only called on new client
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This is my first bug report, so sorry if anything is missing and thanks for looking into the issue!
Best wishes,
MeleeCampz