As titled. I have multiplayer game with a lobby that uses ServerTravel to push all players to the game map. When they reach the end of the game map and hit the button, I need it to send all the players on the mulitplayer map back to their respective single player “home” maps.
Call ClientTravel() (or OpenLevel(), which is the same) from the clients to a local map you need, ex. ClientTravel("M_HubMap", TRAVEL_Absolute);. This will disconnect particular client from your server and load target map in a singleplayer mode (unless multiplayer mode was explicitely specified in URL)
Thanks! The problem I’m having is, if I just use a OpenLevel and do something like multicast it, only the server picks it up and disconnects, abandoning all the client connections. I can’t figure out how to tell the server to tell the clients to go home before it goes home.