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Server travel and ETravelFailure

Hey there,

I'm currently prototyping my game server using BPs and there is no Server Travel node for it, so I'm using the console command ServerTravel MapName to do it. The problem is, I want to handle ServerTravel errors and the overridable event "TravelError" on game instance is just not being called.

I'm trying to travel to a map that doesn't exist (ServerTravel ASDZXCAsd) and the error event is not being called, but I still get errors on the output log, like so:

LogPackageName: SearchForPackageOnDisk took 0.050s, but failed to resolve ASDZXCAsd. ERROR: The map 'ASDZXCAsd' is either short package name or does not exist. Command not recognized: ServerTravel ASDZXCAsd

How am I supposed to handle these types of errors? I've tried calling the server travel with/without seamless travel, from the game instance itself or from a game mode as well.

Any ideas? Is this a currently BP problem? Is that event only called with OpenLevel? (If it is called at all)


Product Version: UE 4.15
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asked May 05 '17 at 02:31 PM in Blueprint Scripting

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Luiz Sotero
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ServerTravel error inside of game instance still triggers, the problem is the order of operations.

If you're trying to display an error message on screen with the use of a widget, or a visual log, the message only stays on for as long as it takes your game to load the default "Entry Map".

When a ServerTravel or Travel command fails, it always falls back onto loading the Entry Map.

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answered May 12 '17 at 05:39 PM

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avatar image Luiz Sotero May 15 '17 at 11:42 AM

But it doesn't even print out in the output log, doesn't stop on debug points, anything =/

avatar image MajinSephiroth May 16 '17 at 02:42 PM

These errors will not trigger as long as you're running this "In Editor" or "New Editor Window".

They will trigger the moment you run in "Standalone".

Here's a quick example I did to demonstrate.

Game Instance

Simple node setup for Game Instance blueprint


Output you get from standalone.

Make sure you've set your custom game instance in the project settings.

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