This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.
A user reported an issue where, if a client hitches during world transition, the client will continue referring to the transition world instead of the newly created one. This will result in the client loading into their own map instead of the server's map.
#include "Runtime/Engine/Classes/Kismet/GameplayStatics.h"
AGameMode* MyGameMode = UGameplayStatics::GetGameMode(GetWorld()); MyGameMode->RestartGame();
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Component | UE - Networking |
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Affects Versions | 4.10.4, 4.11, 4.12, 4.13 |
Created | Apr 12, 2016 |
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Resolved | Jun 16, 2017 |
Updated | Apr 27, 2018 |