Server Travel removes my player controller

It is as written in the title. I print out a msg in the Tick function. It prints the msg fine before the ServerTravel but as soon as it moves, it stops ticking. This is true for all actors added as below

Super::GetSeamlessTravelActorList(bToEntry, ActorList);
ActorList.Add(coordinateFrames);
ActorList.Add(revJointVis);
ActorList.Add(prisJointVis);
ActorList.Add(ballJointVis);
ActorList.Add(wires_);
ActorList.Add(contactPoints_);
ActorList.Add(contactForces_);
ActorList.Add(coordinateFrames_);
ActorList.Add(externalForceVis_);
ActorList.Add(externalTorqueVis_);
ActorList.Add(rsPawn);
ActorList.Add(this);
if (GetWorld())
{
auto* CameraManager = UGameplayStatics::GetPlayerCameraManager(GetWorld(), 0);
if (CameraManager )
{
ActorList.Add(CameraManager);
}
}

The above function is called and I checked that with UE_LOG. What am I doing wrong? My program is not a multiplayer game and I am not sure ServerTravel is the right way to change a map.

Actually all other actors are alive except the player controller and the pawn

The issue was the game mode override. After setting it to None, everything works