Replication problem after a few seamless travel
Hello, I'm trying to make a multiplayer game with 2 players. I can create and join the session then seamless travel to other maps. Everything is working fine but after 3 or 4 travels it looks like the replication of the player controllers stop working on the client side (pawns not moving anymore). Both pass through the HandleSeamlessTravelPlayer as they are supposed to and the game starts when the game state is ready. The connection is still there, the client can still receive multicasted events from the server.
I'm testing with a server created from a standalone instance and the client from a packaged instance with the same code. I have the impression the "begging play" event of the level on the client side is taking more and more time to fire after each travel. Maybe there is something who should be destroyed before traveling to another level.
I also tried with 2 packaged version on 2 different PC, the same issue seem to disappear but I get more and more lags after each travel.
Did you already saw this kind of behavior? Do you know how to fix it?
asked Sep 21 '18 at 03:55 PM in Using UE4
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