It looks like the "Server Only" emulation settings are being applied to the client after a travel. When doing a server travel with the TRAVEL_Relative travel type, the NextURL created in AGameModeBase::ProcessServerTravel will include the options from the WorldContext's LastURL, which contains the server's network emulation settings. This URL is then passed to the client when ClientTravel is called, causing the client to apply those options as well.
In the editor, enable network emulation for the server only.
Start a multiplayer PIE session, and observe the ping between the client and server (can be done by using the "stat net" command).
Initiate a server travel, such as by using the "ServerTravel <Map Name>" command.
Observe the ping nearly double.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-223343 in the post.
4 |
Component | UE - Networking |
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Affects Versions | 5.5 |
Target Fix | 5.6 |
Created | Sep 4, 2024 |
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Updated | Oct 25, 2024 |