RepNotify not called - Seamless Travel to map with streaming levels
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
irst of, link to sample project: GoogleDrive-Link
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":
After further investigation, I don't believe this to be a bug. Take a look at the setup I used below and replace what you have in your lobby level with that. Ensure the ServerTravel event is set to run on the server and is reliable. When I used that setup, both the client and server traveled to the StreamingMap, and when I walked into one of the trigger objects, it was destroyed on both the client and server.
Let me know if that helps or if you have further questions regarding this issue.
answered Dec 14 '16 at 06:49 PM
Sean L ♦♦ STAFF
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