Thanks, that actually worked. If I package the game and then launch the exe twice and then connect them (one open Chess?listen, the other open 127.0.0.1) i can connect and they both travel seamless to the arena without a crash.
Although I get a Error-popup with this as the first trace
I’m filing a bug to fix/investigate the Play In Editor crash because it looks like your destination map (not the previous map) is the one that is causing the issue and it should clearly not be. I haven’t repro’d here yet, but we’ll see.
In the meantime, PIE travel is a newer thing, so it may be best if you test travel logic outside the editor for now. Right clicking on your .uproject file and launching the game would be the right idea.
As for your assert, there is some component that isn’t properly registered with the component system at the time of use. I’m not too familiar with that, and as its also a different issue I would suggest started another thread to get the right person on that.
Hi! Sorry for necroing an old post, but I’m currently having issues with these exact steps, although I’m using c++. I followed your steps to the dot, and then the editor/game crashes with this message in the log; D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.4\Engine\Source\Runtime\Engine\Private\NetworkDriver.cpp(1928): Assertion failed: Actor->NeedsLoadForClient()
Any ideas?
As of 4.4.3 i am still getting the error, i cant access bUseSeamlessTravel via Blueprints. Any Updates? LogNet: NotifyAcceptingConnection: Server ... refused
This is happening to me also, in 4.6, the particular actor the error occurs on is a Brush. I don’t think seamless travel works at all in 4.6, the only way I can get anything to work is to not use it (but this disconnects clients).
The crash during seamless travel is a known issue when using play-in-editor, and we’re investigating a fix for a future release. If this happens in a standalone game too, please submit a separate bug report. Thanks!