Seamless Travel to Same Level Problems

I run clients and server on the same machine.Check the logs below, I find that server called HandleSeamlessTravelPlayer in AGameMode::PostSeamlessTravel before remote clients start seamless travel.The client finally crashed in “check( !ObjectNetGUID.IsDefault() && ObjectNetGUID.IsValid() )” of FObjectReplicator::StartReplicating
ClientLog:
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ServerLog:
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