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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 :)

Product Version: UE 4.21
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asked Jan 18 '19 at 10:49 AM in Blueprint Scripting

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avatar image Galaaas_ Jan 20 '19 at 09:46 PM

Anyone please ?

avatar image Debaucher Jan 20 '19 at 10:06 PM

Server travel implies that the server will take all clients connected to the next map. What you are looking for is level streaming that loads client side. Try looking for tutorials regarding level streaming.

avatar image M.FatihSaglam Jan 24 '19 at 10:12 AM

You need to use ExecuteConsoleCommand with "servertravel /Game/Maps/Map02" string in your GameMode and UseSeamlessTravel should be true in your GameMode's defaults.

Visit here to explanation, go to 30:00

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1 answer: sort voted first

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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answered Jan 24 '19 at 05:40 PM

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avatar image Galaaas_ Jan 24 '19 at 07:27 PM

Hello and thank you ! Indeed after watching several videos, levelstreaming is the solution! It will change a few things but not important I would settle it very quickly.

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