Level Blueprint actor references invalid after servertravel

I am not a MADHOUSE, but I am experiencing this issue.

Update way to reproduce

  1. Enable seamless travel in game mode.
  2. Create level with any actors you want.
  3. Use actors from the level as references in level blueprint. For example, print to logs are they valid or not on level tick.
  4. Create Actor reference Variable in your level Blueprint, and mark it as Replicated.
  5. Save the map.
  6. Launch two game instances on this map. One is listen server, one is client.
  7. Call a seamless level restart. (i ve done it by AGameMode::RestartGame)
  8. Your actor references in level blueprint will be invalid.

Engine version was 4.16

Reason is one of my actor reference variable in level blueprint marked as Replicated. It brokes everything in level blueprint


UPD:

I’ve simplified my level as musch as I can, and this issue was fixed. Now I will try to compare what was wrong with my blueprints, or objects on the level.

Do not check it right now. I will check it by myself and write results.


UPD2:

One of my actors in level blueprint was marked as Replicated.
After I clear this flag references started to work!
I’ve updated steps to reproduce according to this


UPD3
For first level load (Server with client configuration)
ReinstanceHelper->UpdateBytecodeReferences(); (Kismet2.cpp)
is called

for second load it was skipped.