Replicated actor component inside PlayerController gets messed up after seamless travel

Hey bstone,

I’ve tested this by creating a player controller that has a replicated actor component (which is a separate blueprint) added to it.

Then, I checked for the actor component’s validity in the level blueprints of my starting map and the map I wanted to seamless travel to.

After executing ServerTravel and traveling to the other map, it appeared that the actor component was valid in both maps both before and after seamless travel.

Could you provide some more information regarding your setup? Screenshots of blueprints would be great as well as information regarding exactly how you’re going about testing this so I can be sure to do the same on my end.

Also, if you have a test project that experiences this issue, feel free to share that as well.

Thanks!