Client can't ClientTravel in a session when the server uses servertravel but it can travel when server uses openlevel

Hello !
   I have a session based game fully in C++. When session create completed I want to servertravel to a waiting (lobby) room, and that is fine I can  servertravel there. But when I find the session from another game and try to client travel there there is no response and for a minute I am stuck there. Eventually it gets the client to startup level.
  Interestingly if I use OpenLevel when the session create completed Everything is fine and working. Clients can client travel there. But this time all other information like playercontrollers playerstates etc. reset. And I dont want that. I think I should use servertravel somehow.

This is The Log in Client when it cant connect

Display: Match State Changed from InProgress to LeavingMap
[2020.07.20-11.37.10:184][882]LogGameState: Match State Changed from InProgress to LeavingMap
[2020.07.20-11.37.10:186][882]LogNet: Browse: 192.168.1.45:0//Game/ThirdPersonCPP/Maps/Lobby?Name=Player
[2020.07.20-11.37.10:190][882]LogInit: WinSock: Socket queue. Rx: 32768 (config 32768) Tx: 32768 (config 32768)
[2020.07.20-11.37.10:190][882]LogNet: Created socket for bind address: 0.0.0.0 on port 0
[2020.07.20-11.37.10:193][882]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2020.07.20-11.37.10:195][882]LogNet: Game client on port 0, rate 10000
[2020.07.20-11.37.30:207][415]LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection… Elapsed: 20.01, Real: 20.01, Good: 20.01, DriverTime: 20.02, Threshold: 20.00, [UNetConnection] RemoteAddr: 192.168.1.45:0, Name: IpConnection_0, Driver: PendingNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
[2020.07.20-11.37.30:213][415]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection… Elapsed: 20.01, Real: 20.01, Good: 20.01, DriverTime: 20.02, Threshold: 20.00, [UNetConnection] RemoteAddr: 192.168.1.45:0, Name: IpConnection_0, Driver: PendingNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID, Driver = PendingNetDriver IpNetDriver_0
[2020.07.20-11.37.30:214][415]LogNet: Warning: Network Failure: PendingNetDriver[ConnectionTimeout]: UNetConnection::Tick: Connection TIMED OUT. Closing connection… Elapsed: 20.01, Real: 20.01, Good: 20.01, DriverTime: 20.02, Threshold: 20.00, [UNetConnection] RemoteAddr: 192.168.1.45:0, Name: IpConnection_0, Driver: PendingNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
[2020.07.20-11.37.30:216][415]LogNet: NetworkFailure: ConnectionTimeout, Error: ‘UNetConnection::Tick: Connection TIMED OUT. Closing connection… Elapsed: 20.01, Real: 20.01, Good: 20.01, DriverTime: 20.02, Threshold: 20.00, [UNetConnection] RemoteAddr: 192.168.1.45:0, Name: IpConnection_0, Driver: PendingNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID’
[2020.07.20-11.37.30:217][415]LogGameMode: Display: Match State Changed from LeavingMap to Aborted
[2020.07.20-11.37.30:219][415]LogGameState: Match State Changed from LeavingMap to Aborted

And this the line that i servertravel to a level

GetWorld()->ServerTravel("/Game/ThirdPersonCPP/Maps/WaitingRoom?Listen");   // THIS DOESNT WORK
//UGameplayStatics::OpenLevel(GetWorld(), “WaitingRoom”, true, “listen”);             // THIS WORKS

This is the line for the client to travel there

ThisPlayerController->ClientTravel(Address, ETravelType::TRAVEL_Relative);

What am I missing, How can I use ServerTravel instead of OpenLevel ?? Please get me the right direction thx.

Did you figure out why? I’m seeing exactly the same issue.

I’m seeing the same problem for UE 5.5. When using ServerTravel the client then reoslves the port to 0, when using gameplaystatics the client successfully resolves the port as 7777. Although if I just hardcode the correct IP when doing the connect from the client after having used servertravel for the server it still doesn’t work, so it’s not just about the client resolving the correct address, it’s something FUBAR with the server travel itself.