Disconnects even when Using Seamless Travel

I have bUseSeamlessTravel set to true in my game mode, however, it after it (apparently) successfully completes the transfer to the new level, the client immediately disconnects. It gives an error about being unable to read MyCharacter_C_3 (which is the pawn class).

I tried overriding the PlayerController’s GetSeamlessTravelActors method to add the line ActorList.Add(AcknowledgedPawn); I put in a log statement to make sure it’s calling the correct method and it appears to be getting to that line. This was intended to let the pawn be retained between levels, but the error message still comes up. Any ideas?

This also happens when using the ServerTravel command from the console, something that used to work 100% the time it was called from the server. I can’t guarantee that this happened at the same time our team changed to 4.4 (since there were some other changed made to the code), but it was around the same time. Did seamless travel change the way it works in 4.4?

Okay, I did some simple tests: first, I rolled back my code to what it was in 4.3, compiled it to run in 4.4, and ran it with the new engine: same crash.

Second, I rebuilt the project code back to the 4.3 engine ran it from there and, unfortunately, it looks like that fixed it. We really need to use 4.4 for the (greatly improved) HUD functionality, but why is it that seamless travel seems to have broken right in half?

All I’m doing is calling the ServerTravel command from the console. In 4.3, it works; in 4.4, it does not.

Looking at the logs for the 4.3 build, it looks like it still has some issue with losing the client’s pawn, but it simply restarts the player and deals with it. Is there a way to do that in 4.4 before defaulting to disconnecting?

I turned bUseSeamlessTravel to false and it appears to work now.

It still crashes when I use PIE though.

Hi there,

There was an issue where the client would send the server a class that the server had not created a guid for, which was causing the exact issue you are seeing. This issue has been fixed, and should be in the 4.5 update.