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Seamless Travel with Play in Editor

Hello Epics, any plans to fix Seamless Travel in PIE?

https://answers.unrealengine.com/questions/335050/seamless-travel-with-play-in-editor.html

You where promising to fix it someday.

Product Version: UE 4.15
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asked May 22 '17 at 11:27 AM in Bug Reports

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Yata
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avatar image FinalZer0 May 24 '18 at 01:03 PM

It's still not fixed in 4.19.2: Let's hope its fixed in 4.20

avatar image EvoPulseGaming Apr 17 '19 at 12:24 AM

4.22, nope. I've put three years into my game, and over the last year, have finally started towards the multiplayer aspect of things. And I tell you this: THERE IS NO WAY IN TO DEBUG DEDICATED SERVER BLUEPRINT CODE!

Seamless Travel? -> Sure, use standalone. I hope you don't have bugs.

Turn off Seamless Travel and just ServerTravel? -> Sure, your clients will just sit at the old map, after being rejected four times, and then it will just SPAM your log about a GameNetDriver being out of date

Use Open Level? Sure, even though its not meant for this, but that doesn't matter, you can't find session/connect anyways.

Try loading Dedi and player, into a "special" map, which tells the server to load the menu map, and create a session, so HOPEFULLY when the client finds sessions and joins, it will load up. NOPE, doesn't even find a session if they are on different maps.

Try turning on/off AutoConnect in the play settings? Still nope, doesn't help. All it does when its turned on, is magically connect the client to the dedicated server, it appears to create a session and join automatically for you, but thats it. ServerTravel? Don't think about it.

OOOhhhh, I know! Here is the 'ULTIMATE' answer, you know, the kind for try hards, and know it all's: CREATE 1150 PRINT STRINGS AND READ THROUGH THAT SPAMMED LOG!!! (lets hope you printed the right string for debugging, or you can just keep guessing at what is wrong)

Fine, fine, I'll just print string EVERYTHING... but wait... how the hell do you filter the output window... Wait... Do I really have to click every option on/off manually? Do you guys even USE the output log? How about a "all on/off" button?

Hmm... I've wasted a few days now looking for this bug, and fighting the log window, writing clever print string systems...

AND I STILL DON'T KNOW WHY THE D*** DEDICATED SERVER SPAWNS A PIG INSTEAD OF A HORSE, OR WHY THE DEDICATED SERVER THINKS ITS NIGHT WHEN ITS DAY OR WHY A PLAYER GOT THE WRONG ITEM. ect

!

avatar image Gary88452 Apr 19 '19 at 11:55 AM

The short answer is there are a few issues/crashes with seamless travel and PIE. We want to get to a point where we can spend time on it, but haven't quite got there. We also benefit greatly from the workflow improvements, so we're motivated to get to this. Hopefully soon! dq fan feedback

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