SeamlessTravel: How does server know all clients are ready?

Without just copying a pasting this answers everything… Travelling in Multiplayer | Unreal Engine Documentation

Have you checked into the advanced sessions plugin if your using bp’s only? It gives you some additonal BP exposed OSS stuff but not a check “are all clients connected” AFAIK

youd probably want to have a game instance or player state boolean make sure everyone is in the level somehow maybe a get all start points and check if characters are overlapping, thats be my half-■■■■■ solution.

Let me know if this helps
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