I’m running a dedicated server and in order to join straight away I set up a bootstrap level that connects to the server on BeginPlay. I tried using the Open Level node (with IPaddress + port), or an Execute Console Command node (with ‘open IP + port’), in either the level blueprint or player controller blueprint. Both crash the editor with no clear log/error message; also after a delay. Note that I do see a new connection succesfully joining the server, but it seems the moment it needs to load the map on the client it crashes.
But when I simply type in ‘open IP:port’ in editor after hitting play using the Tilde (~) key it correctly joins the dedicated server. Same for when I try to connect to the server after the user presses a key. Both have the exact same logic, yet it won’t work on BeginPlay. What’s the difference?
Something interesting to note that on the server it seems to suggest the player joins with the request of a different map (I don’t need to specify the map as the server is already on a fixed map). Nevertheless, the same happens after user input so I’m not sure it’s too relevant.