Connecting to server causes loading of default map

Hi all,

Whilst working on our multiplayer project, with multiplayer based on Shooter Game’s Networking, I’ve come across an issue with Server Travel. The steps that happen are below (all in standalone):

  1. Open game and host LAN match on machine A.
  2. Open game and view server list on machine B.
  3. Attempt to connect to host server selected on the server browser.
  4. See via code breakpoints that the session information about the host contains the correct IP address, Map, Game Mode, port, and ping information.
  5. Successfully join session according to all function steps that are passed through.
  6. Prior to ClientTravel an FURL is created based upon the IP address of the server, this URL then defaults in the constructor to GetDefaultGameMap (the incorrect map).
  7. Client Travel occurs, loading into the incorrect map whilst apparently being connected to the host.
  8. Client is now sat in entry map, whilst VS output log occasionally details ping packet time from host, despite being on the wrong map.

I’m wondering why this is occuring? As far as I’m aware, the IP address of the server alone should be enough to connect to the server and load in the correct map and game mode. However, it appears in this case that when passing through the FURL constructor, it hits a line where it compares the protocol to default protocol (unreal) and therefore sets map to be DefaultGameMap from the project settings.

Update: This is not resolved, but it appears that hosting and joining on the same machine (host via right clicking uproject and clicking launch game) allows the editor game to join.

I noticed this time that the port was different (the UE4 default instead of port 0), would this cause the error the first time around and should I ensure it hosts on the correct default port?

Update: Still not resolved but I’ve worked out that I can host a game on Machine A using “Open MapName?Listen”, and then Machine B (client) typing “Open HostIP:7777”.

This is a pain as it has to go through these commands rather than the existing ShooterGame Logic and our existing game instance/UI. I’m continuing to investigate this, in case anyone else comes across this issue.

Did anyone figure this out? Same issue is happening to me. I am using AWS to host dedicated servers. It works fine with 1 map, but when adding additional maps the clients always connect but open server default map.

This is happening to me as well, using a listen server, although it is inconsistent. Sometimes it lets me join a session but sometimes sends me to the default map.

This happend to me if I ran steam. Try running it on LAN without steam running in the background. I think it will work with steam only in INTERNET mode.

Bump. Using steam. I have two machines on the same network, so it would make sense that the LAN flag is necessary to connect between the two, but this produces the behaviour described above.
However, if the lan flag is false, the joining client simply wouldnt find the listening client session. Logs say that there is a warning about steam session having no session info, but i’m not sure. It sort of makes sense that internet connection wouldnt work for machines connected in a LAN.

Necro BUMP!
Using UE 5.3.2 and also using Steam for sessions, and it was working great until I started getting this a couple of days ago. It’s driving me absolutely bonkers. It would be really nice to know why this happens and/or have an actual solution. Using “Open” in the console as a workaround isn’t really a work around at all. :confounded:

SOLUTION: Finally, after 3 days of madness; Turns out that even though ServerTravel was using a true value for it’s bAbsolute parameter, it was still loading the lobby seamlessly. Duplicating my “LoginGameMode” into a “StartGameMode”, then assigning the StartGameMode to the GameStartMap’s World Settings, and then disabling “Use Seamless Travel” in StartGameMode has fixed my issue. Why this started happening in the first place I still have no idea, but I’ll take the win. :grin: