ServerTravel disconnects client

I am calling


GetWorld()->ServerTravel(travelURL,false,true);

from within the GameMode,
but it disconnects all other Clients.

I already tried using Standalone game but that didn’t help.
I am using the Null OnlineSubSystem (LAN).

Any way to fix this?

Desperate Self-bump :frowning:

And now I also found the solution thanks to someone on Discord.
The console Command (per hand) [FONT=courier new]servertravel mapname worked and [FONT=courier new]UWorld::ServerTravel did not.
Even[FONT=courier new] UWorld::Exec() did not work with the servertravel command, nor [FONT=courier new]APlayerController::ConsoleCommand()

I investigated further and found the correct function to Call:

[FONT=courier new]AGameModeBase::ProcessServerTravel().

Everything works now how it should work.

€dit:

Someone had the idea that the last parameter of UWorld::ServerTravel is ambigous.
The description of the parameter is as follows:

However, the parameter itself is called

[FONT=courier new]bShouldSkipGameNotify

This is a contradiction. When reading the description (what you are reading when filling in the parameters in VS) i expect to type [FONT=courier new]true, although the correct input would be [FONT=courier new]false.

Epic, pls Fix. @Amanda.Bott

Thank you so much stuck on this for the past day wondering why my clients were getting disconnected when the server was travelling.

I can confirm that as of 2019, UWorld::ServerTravel() still does not work and AGameModeBase::ProcessServerTravel() is still the way to go (for anyone coming back to this thread).

With things not working, I’ve been wracking my brain wondering if I just didn’t understand Unreal, but then it just turns out to be a bug. :slight_smile:

Edit:

And I found my error. I guess I just don’t understand Unreal as well as I though yet. :frowning: