Client not seamless traveling

I m facing a problem with seamless travel that I can’t find a solution. Every time a lister-server calls ServerTravel the client is unable to notify ServerNotifyLoadedWorld (World.cpp line 5456) because the LocalPlayer->PlayerController is null, resulting always in an error. The reason why the LocalPlayer->PlayerController is null is:

We have a LobbyGameMode with bUseSeamlessTravel = true and a default player controller class type LobbyPlayerController. When entering to the LobbyMap the corresponding LobbyPlayerController_C_0 get created and this one will persist during traveling. Before traveling a new LobbyPlayerController_C_1 is created, coexisting with LobbyPlayerController_C_0 in the LobbyMap world, taking ownership of the connection for this client and replacing the LocalPlayer->PlayerController value with its instance. This new LobbyPlayerController_C_1 will be later destroyed inside FSeamlessTravelHandler::Tick() leaving LocalPlayer->PlayerController equal to null.

I saw a lot of seamless travel problems but none relate to this, so I guess I’m doing something wrong. Why is the LobbyPlayerController_C_1 created at first place? is this a normal behavior? if so, how can I make the seamless travel work properly?

Any one??

SOS! I don’t report this as a bug because It seems that for everyone else seamless travel work.