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ServerTravel only works in Editor over LAN

Hi all,

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.

alt text

Would anyone know how or why this is happening?

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asked Apr 10 '18 at 06:29 AM in Blueprint Scripting

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cnClockwork
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avatar image cnClockwork Apr 10 '18 at 04:11 PM

Bump??????

avatar image cnClockwork Apr 11 '18 at 12:01 AM

Someone please help!! This is for a school project and I need this to be answered fast!!

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