Client doesn't connect properly to a certain map (Steam Multiplayer)

We have found an issue where when more than 1 person connects to a Lobby and then travel to our largest map, that the clients will always desync from the server when the countdown to StartMatch() reaches 0. They don’t seem to be able to see any movement or have any Server RPCs run for them, it’s as if they have split off into their own instance of a session, however local functions (such as hit indicators) still appear on them if applied by the server.

It only happens on one map, and only recently, I first thought it to be the size of the map and a load order on the clients vs the server but rolling back the map file hasn’t fixed the problem.

We use seamless travel, and travelling through the Transition Map is instantaneous so it seems as if the map is loaded fine, and may be the session. I’ve noticed the Clients actually connect faster than the Server so that may be an issue, but after the Controllers are recreated the Server is back to Controller 0.

Let me know if theres anything I can provide that can help you all shed some light on this strange issue, unfortunately its a large commercial project and we are unable to provide the whole source.

Thanks in advance!
Craig

[2016.10.10-20.48.00:943][474]LogOnline:Verbose: STEAM: Dumping Steam P2P socket details:
[2016.10.10-20.48.00:943][474]LogOnline:Verbose: STEAM: - Id: Lunar Rooster [0x110000115A0FB83], IdleTime: 0.004
[2016.10.10-20.48.00:943][474]LogOnline:Verbose: STEAM: - Detailed P2P session info:
[2016.10.10-20.48.00:943][474]LogOnline:Verbose: STEAM: -- IPAddress: 10.14.0.28:57491
[2016.10.10-20.48.00:943][474]LogOnline:Verbose: STEAM: -- ConnectionActive: 1, Connecting: 0, SessionError: 0, UsingRelay: 0
[2016.10.10-20.48.00:943][474]LogOnline:Verbose: STEAM: -- QueuedBytes: 0, QueuedPackets: 0
[2016.10.10-20.48.03:943][660]LogOnline:Verbose: STEAM: Dumping Steam P2P socket details:
[2016.10.10-20.48.03:943][660]LogOnline:Verbose: STEAM: - Id: Lunar Rooster [0x110000115A0FB83], IdleTime: 0.004
[2016.10.10-20.48.03:943][660]LogOnline:Verbose: STEAM: - Detailed P2P session info:
[2016.10.10-20.48.03:943][660]LogOnline:Verbose: STEAM: -- IPAddress: 10.14.0.28:57491
[2016.10.10-20.48.03:943][660]LogOnline:Verbose: STEAM: -- ConnectionActive: 1, Connecting: 0, SessionError: 0, UsingRelay: 0
[2016.10.10-20.48.03:943][660]LogOnline:Verbose: STEAM: -- QueuedBytes: 0, QueuedPackets: 0

The issue has now appeared on other maps/gamemodes. The logs on a join via Login, instead of seamless travel show the above on loop, with the client hanging (without crash), until the session ends and they return to the main menu.

problem has been isolated to Widget Components on spawners on the map. If anyone has any hints as to why this would desync clients completely I would love to find out :slight_smile: perhaps it was a load issue from that?