Dedicated Server Seamless Travel not changing client map

I have a dedicated server which handles users logging in. Once all players are connected, I want to change maps and start actual gameplay.

I’ve gone through the docs and various tutorials and I think I have most of the configuration figured out, but I’m not seeing the new level load on my clients. I am using one standalone, and one in-editor as I saw there may be an issue with the editor client.

What am I missing?

my dedicated server seems happy:

Here is the c++ code I am using:

FString UrlString = TEXT("/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap?listen");
GetWorld()->ServerTravel(UrlString);

I solved this one myself.

The problem was that I was calling “open level” in my blueprint. This had the effect of disconnecting me from the server.

I removed the open level node in my blueprint, and now the client and server are changing levels together.