When seamless traveling, each successive travel with multiple players seems to have increasing issues with network saturation, eventually leading to channels being closed and replication issues for clients. It becomes identifiable by this log line coming up for a client right after seamless travel is completed:
LogNetPackageMap: Warning: GetObjectFromNe[link text]tGUID: Attempt to reassign read-only guid.
We have also tried forcing garbage collection before travel, but that doesn’t seem to have any affect either.
I also attached a log with a bit of the log spam that we get once a client has traveled to a new map.