Travel Multiplayer, all player in the same time !
All my clients on dedicated server travel in the same time each time a player go to another map ! (triggerbox overlap)
How to fix that ?
Thank you :)
asked Jan 18 '19 at 10:49 AM in Blueprint Scripting
A dedicated server can only have one map available at a given point in time.
If you want to load different maps for different people you have two choices.
1) Implement level streaming (which will allow you to load a map within a map essentially).
2) Spin up different servers for different maps.
ServerTravel will get all playercontrollers and execute ClientTravel on them (as far as I remember). What you want to do is execute client travel only on clients that should be taken to a different location regardless of which of the two methods you will be implementing.
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