My goal is to have a client that connect to a lobby via normal travel to connect to a P2P lobby, and then have the host seamless travel to the playing level once players are ready.
The breakdown of gamemodes (Each gamemode has their own PC):
- Default gamemode is set to SplashGM
- Non connected client level’s
- Gamemode: No Override Lobby
- Gamemode: No Override Castle
- level’s Gamemode: FishGM
When I use execute console command: ‘ServerTravel /game/maps/castle’ my server switches gamemodes and it appears that the server thinks that the client has too because of the server’s log + a pawn spawns from the client’s FishPC, but the client does not reflect the change in gamemode: http://puu.sh/kWZLk/2f4c326d0d.png
So I was wondering if this is something I am not doing quite right, or something that I would need to code in c++.