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Saving online beacons during seamless travel

I am trying to implement specific transition to a map in my host-based game. First I am creating beacon connection between host and clients. Then when all clients sent "ready" event through the beacons. Host multicasts method to transit to "buffer" map seamlessly. Host and all clients travel to a buffer map saving their beacons in GM or PC via overriding GetSeamlessActorList method. Client calls the remote function but host doesn't receive anything. What can be a possible problem?

Product Version: UE 4.18
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asked Apr 25 '18 at 11:31 AM in C++ Programming

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