Im having a problem with ServerTravel, im working in a lobby players connect it with a openlevel, everthing is fine until here.
1 . Then when the players are connected to the lobby i call from the server ServerTravel() function.
2 . I made an override to GetSeamlessTravelActorList(bool bToEntry,TArray< class AActor* >& ActorList) in the player controller and add the player controller to the ActorList.
3 . In the gamemode i made an override PostSeamlessTravel(), get the playercontroller with:
TArray<AActor*> playerControllers; UGameplayStatics::GetAllActorsOfClass(this,APlayerController::StaticClass(), playerControllers);
4 . in the PostSeamlessTravel() also spawn a Pawn, posses the new Pawn and set the input mode to game.
The server has: 2 PlayerController (Server PC and Client PC)
The Client has: 1 PlayerControler (His own PC)
After this server player can move without a problem, but client player can not move.
Any idea why it can happen? The only thing that comes to my mind is that the PlayerController that is on the server is not the same as the client has.