# \[4.14\] ServerTravel with more than the Server doesn't work in PIE

**URL:** <https://forums.unrealengine.com/t/4-14-servertravel-with-more-than-the-server-doesnt-work-in-pie/376392>\
**Category:** Multiplayer & Networking\
**Tags:** play-in-editor, bug, server-travel, unreal-engine, Multiplayer, Blueprint, question\
**Created:** [November 15, 2016, 8:01pm UTC](https://forums.unrealengine.com/t/4-14-servertravel-with-more-than-the-server-doesnt-work-in-pie/376392 "2016-11-15T20:01:03Z")\
**Posts on this page:** 1\
**Showing post:** 18

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**Author:** ![bazilio\_113](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@bazilio\_113](https://forums.unrealengine.com/u/bazilio_113)\
**Post date:** [June 3, 2024, 8:43am UTC](https://forums.unrealengine.com/t/4-14-servertravel-with-more-than-the-server-doesnt-work-in-pie/376392/18 "2024-06-03T08:43:58Z")

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Bug still present in 2024 (ue version 5.4.1), lol, seems part of greater problem with server-client communication in editor.

> [@4.7.6 Joining Session Success Does Nothing - BP Networking](https://forums.unrealengine.com/t/4-7-6-joining-session-success-does-nothing-bp-networking/318128):
>
> Hello everybody, I’ve been trying to get the networking working over LAN for some time now, I used to have the server travel/Listen stuff going on but I wanted a more robust system so I started using the session nodes introduced in 4.6. I’ve had multiple problems that I fixed using ‘[OnlineSubsystem] DefaultPlatformService=Null’ and all sort of tricks up until now where everything works fine up until I try to join a session. The system that I have right no: -Hosts perfectly -Finds sessions ju…

> [@Server Error: TravelFailure: ClientTravelFailure, Reason for Failure: 'Servers can't open network URLs'](https://forums.unrealengine.com/t/server-error-travelfailure-clienttravelfailure-reason-for-failure-servers-cant-open-network-urls/418639/17):
>
> Doing a clean build worked.However when clicking the project.exe I dont get the Join succeeded message I get all the way to here: [Screenshot - 6a9624348f3a982ace9322c44173a758 - Gyazo](https://gyazo.com/6a9624348f3a982ace9322c44173a758) which is good No error this time but its just a black screen. They did have me delete the player start capsule and set the default map to the testLevel. The thing is, when i click I hear the actions of my game, but see nothing. Just a black screen and no server log for a successful login. Hmm

> [@Client does not transition to in progress after seamless travel on dedicated server](https://forums.unrealengine.com/t/client-does-not-transition-to-in-progress-after-seamless-travel-on-dedicated-server/542839):
>
> Hello, I am using the UE 5.0 Pre-release, and I am getting some bad results when trying to seamless travel to a new map on a dedicated server. The server starts a lobby map where characters can be selected, and waits for connections. The client flow is: Start game at main menu Press widget button to connect to dedicated server (open level by name 127.0.0.1) Connect to server, select character and press ready. The server sees all players are ready and tries to seamless travel to a new map. …

> [@Join session did not load the server map](https://forums.unrealengine.com/t/join-session-did-not-load-the-server-map/158260/2):
>
> If you are playing from the editor, make sure to set the play mode to “Standalone Game”. I suggest, that you go into Editor Preferences, and change a few things there as well. Set “Run Under One Process” to false, and in the Additional Launch Parameters field, type “-log”. About your issue, after you’ve joined a session, you can call [UGameInstance::ClientTravelToSession](https://docs.unrealengine.com/en-US/API/Runtime/Engine/Engine/UGameInstance/ClientTravelToSession/index.html). This will take care of traveling the player into the session.

Dedicated server and client has multiple problems in editor.  
Basicly, y still will be kicked out in pie if you connect to server.  
Join session not in pie but standalone or open level, open command, result to “do nothing” if connect from client side. Works normaly only in packed version.

The only way to test server-client now if y have login (lobby) menu seems go to  
Advanced settings-\>launch separate server  
Net mode-\>play as standalone  
You will be still kicked out from server first time, failed to join host, but second try will result you to connect it eventually.  
Before doing this y need to force server to change login/lobby menu map in blueprients (another bug) on begin play for example. (details below)

or

Net mode-\>play as client  
launch standalone  
and open level on server itself (like 127.0.0.1:17777).

play as client still result to join server session right after start (it’s intended behaviour i guess?), but there is no tick in advanced settings to disable initial connection now and cause of bug below no correct map travel.

Also seems there is another bug: server default map doesn’t work in editor, found out experimental way during tests, it basicly opens editor map when you launch it on server (our login/lobby map), not server map itself.

Peoples tried to bypass this bug in code to force travel, but seems this workaround doesn’t work too.  
[UGameInstance::ClientTravelToSession](https://docs.unrealengine.com/en-US/API/Runtime/Engine/Engine/UGameInstance/ClientTravelToSession/index.html)  
You need to call **GameSession** on client and use player controller with id 0 with this function after server launches, but it always returns false.

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