Editor no longer runs new map as dedicated server after ClientTravel

If set “Play as Client” and start first map (MainMenu), the editor is running in “dedicated server” mode. I can verify this by debugging the blueprints. I see two instances of PlayerController, one on server and one on the client.

As soon I travel with that client to another map with ClientTravel(/Game/Levels/World_1) and I expect again the PlayerControllers on the new map. But if I debug the PlayerController blueprint, I only see one, not prefixed with “server” or “client”. This tells me the newly loaded map is running in standalone mode.

If I package the game, start MainMenu and World_1 each in a separte server instance and I connect with an IP to the World_1, everything works as expected. Also, if I directly start in World_1, I can see two PlayerControllers in the editor.

Is this an engine bug? Or how can I tell UE to run newly loaded maps in “dedicated” mode?

This feels a bit anoying, since the package game works, but I can not test in editor.

Perhaps in your project settings your default server map is being the default server and client travel may not be working correctly and the server isn’t in sync.

Testing the dedicated servers through the editor doesn’t seem to operate as a packaged game. When you open the world it wants that level to be the server so if you are calling client travel from there its probably not working correctly.

I find you have to open the server map that you will be ultimately connecting to and travel from there. If you open with two clients in that server and one leaves and the reconnects back to that “server/map” it will retain that map loaded and you should be able to reconnect to it if that makes any sense.

Unless your main menu is in fact a connectable server, client travel probably will have unexpected behavior.