ServerTravel only works in Editor over LAN
I've successfully made a LAN Multiplayer game after countless hours of hard, straight, hair-pulling work.
Two clients from two different computers are launched, one of them creating a session as a Listen server. The other machine joins the server's lobby, and the server can execute a ServerTravel command from the command line node, causing both clients to load into the map. I even got Multicast working where it gives them both a HUD, and all that jazz. Everything is working the way I like it.
With one major problem.
ALL of this is between two different instances of the EDITOR on the machines. Meaning each machine is doing this through a Standalone game in the editor. The packaged game does not work the same way. From the packaged game, I am able to join the server and enter the lobby, however the ServerTravel command does not load the proper map, and simply does not work.
The ServerTravel is called as such: Button gets clicked in Widget and casts to PlayerController. PlayerController casts to GameInstance, where GameInstance does the command.
Would anyone know how or why this is happening?
asked Apr 10 '18 at 06:29 AM in Blueprint Scripting
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