Whenever I play in editor on any of my maps, the clients always spawn on a different map in their own instances(so they are not together) here is a screenshot of what I’m talking about. I’m not really sure what other information to post as this is kind of an abnormal problem :/. Any help is greatly appreciated and i can post any info needed to help solve this issue.
Hey DwunkyPengy,
Does this same issue happen if you run a standalone server with standalone clients connected or only when you’re doing it via PIE?
-Steve
Last time I compiled everyone was spawning on the same map when it was in standalone clients, but that’s been a couple of weeks (this bug’s been here for about a month or so) I’m going to do a build tonight so I’ll update you
Ok, so I did a development build and had hosted a game after which I had a client join. 2 of the 3 maps were fine when they spawned, the other one kicked the client back to our default map. However if I used a server travel it would always kick the client back to the default map. This was done on the same machine, so tomorrow I’ll try it on separate machines to see if that yields a different result. This all started after I played around with the way I was assigning spawn locations (using teleports to fake team spawns)
Alright so I tested it on a couple of machines and they all seem to go to the default map when they try to join. The weird part is, I can hear the level music for about a second before that happens. As far as the play in editor, the client is also going to whatever I have the “game default map” set to. I’m going to go through and start disconnecting code to try and narrow in on what’s breaking this.
After testing out our game and randomly breaking things (what i call debugging :P) it looks to be if i have too many event ticks at the beginning of a level it kicks the client back to the default map, however if i take those same ticks and delay their spawning everyone can hold hands while murdering each other with dodgeballs in the same level. Thanks for the help though!
coming back to this with a much better understanding of replication and blueprint, i found that if i have too many “reliable” RPCs it will force the client to join another map. Interestingly enough this also prevents the client from joining the game.