When calling the ServerTravel command when using seamless travel, level blueprint logic is not being run on the client side.
NOTE: Adding a small delay (tested with .2 to 2 seconds) after the "BeginPlay" inside of the level blueprint resolves the issue.
Tested in: 4.24.1 CL#10757647 4.25 CL#10889200
Result: The client window will still show the sphere in the scene
Expected: Sphere to have been destroyed on the client
There's no existing public thread on this issue, so head over toAnswerHub just mention UE-86757 in the post.