Hello, I am developing a multiplayer game in which there will be a server travel. But this feature seems to have problems. When I do a servertravel if the client has the bad luck to load the map faster than the server then everything is broken.
The client loads the map but stays with the old player controller. I tried with seamless travel but this option doesn’t seem to affect this bug. Does anyone have a solution?
I had the same problem but I managed to fix it: After the server travel you need to wait for all players to join. So in the lobby you need to check how many players are in there and after the travel you need to check if all those players are there again. You can make this seamless pretty easy, you just need to add a fake loading screen to all the players waiting for others to join.
Thx for your reply ! Do you use seamless travel ? And how can you count the numbers of players ?
I just used the free Advanced Steam Session plug-in which you can find via every browser. I just made an array in which every player controller who joins gets added. If the host is pressing the start game button, the array gets saved into the instance. After the host loaded, I again made an array in which everyone who joins the Level gets added. Then I compare both arrays and if they are equal the game can start. I also used an custom event „StartGame“ Which gets called when everyone joined. So it’s like my begin play. Yeah, also added an little delay after someone joined as this can cause some issues.
Also use this command:
Thank you ! By doing what you advised me it works perfectly
did you do everything in gamemode?