Join session not loading level

He all!)

The client didn’t load level after joining the session. Maybe someone knows what could be the reason?

Hi there, could you provide some information about your setup. Screenshots would help. Also are you using seamless travel?

Thanks
Alex

Dear valued Unreal Engine user,

If possible are you able to explain in more detail how you are testing this? The screenshots themselves appear difficult to understand.

It looks as though you are using this method to test muliplayer:

However, are you testing using a listen and client or 2 standalone/offline sessions.

If you test with a listen and client in the editor that should be able to host without using the Online Subsystem Session code. That allows testing the player start logic and pawn/controller classes are correctly setup. For example, does this part work correctly?

If that works correctly and you are able to interact with two characters in game then you can set it to offline/standalone. With the offline/standalone mode you can then test the Create/JoinSession logic.

If that is the place that it may be failing, the next place to check is if your game is correctly calling ServerTravel with the ?listen option on the host after OnCreateSessionComplete succeeds or anytime the map changes. The client will then be able to call ClientTravel with the passed in map to connect to the server. The Create/Join session itself does not handle the listen/client server logic, it is purely for handling the online beacon/discovery of servers (as well as passing though NAT). For example lobbies may use XMPP or other chat protocols, in which case you would not call ServerTravel or ClientTravel, and can stay on a local map.

Thank you for your continued support,

The problem is caused by world composition. If you turn it off and load it manually, everything works.

323959-netcontenttest-unreal-editor-2020-12-05-002739.png

World composition is depreciated now for future people here