Description

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

Steps to Reproduce
  1. Open provided project 
  2. Set Editor Preferences > Multiplayer Options > Number of Players = 2 > *Uncheck Use Single Process > Multiplayer Mode: Play As Listen Server. 
  3. Open MapA or B 
  4. Launch as Standalone game 
  5. Run the command "ServerTravel (MapA or B)" from the server window.

Result: The client window will still show the sphere in the scene

Expected: Sphere to have been destroyed on the client

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-86757 in the post.

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ComponentNetworking
Affects Versions4.23.14.24.14.25
CreatedJan 14, 2020
UpdatedJan 14, 2020