Does calling ServerTravel MapName
no longer keeps the Widgets on the screen?
I downloaded UE 5.3 and created a basic project. “Map1” BeginPlay
is just opening “Map2” with ?listen
for options. On “Map2” BeginPlay
I’m calling Create Widget
and Add to Viewport
(it only contains a fullscreen image white 0.5 alpha) then Execute Console Command
with ServerTravel ThirdPersonMap
. But when ThirdPersonMap
is opened the widget I created is gone. I made sure Use Seamless Travel
is checked and I set a map set for Transition Map
.
I tried in editor, as a standalone and also shipped.
Also, when calling ServerTravel Map
in editor, nothing should happen, but in my case the host and the clients they all are moved to the new map.
Here is a video with just one player inside the editor calling ServerTravel
and moving me to the new map:
And here is a video where the host and the clients are moved:
I also did a test on this, and I found out that on Unreal Engine 5.0.3
if you call ServerTravel
from editor it doesn’t do anything, but if you call it from standalone, then the host and the clients are transferred to the new map, not only that but the widgets remain on the screen.
But that isn’t the same on Unreal Engine 5.3.2
. With this version when you call ServerTravel
from editor it is working and everyone is transferred to the new map, but only this time all the widgets from the screen are removed. While being able to test straight from editor and not having to run the game as standalone is really nice, there is also the drawback that now widgets are automatically removed. I actually preferred to keep the widgets on the screen and remove them later. Maybe there is a setting to keep them but I haven’t found one yet. If anyone knows how to keep them, it would be nice if they let us know how!