Client Travel Failure

I’m sure I correctly opened the lobby and set it to listen, but when others click to join the game and call LocalPlayer->ClientTravel(Address, ETravelType::TRAVEL_Absolute); , after a while, their characters return to the spawn point of the default map.

well,I think is World->ServerTravel(“/Game/levels/lobby1?listen?bShouldSeamlesslyTravel=false”);

On ue5.5.3 I have to use ?bShouldSeamlesslyTravel=false or server will open SeamlesslyTravel

no,now I can connect on my computer,but if i send it to my friend, he still will back to default map

Are you using a online subsystem like steam?
Are you using a build or you are trying to connect with the editor?

Do you have the same version? If the client and server mismatch the server will kick the client.
Check if the server has any log of a client trying to join.