Hi,
I have a bit of trouble using the SeamlessTravel option over the Steam Network.
My clients always get disconnected after a “servertravel %mapname%” is called.
Looking into the log file they get the info to load the new map, load it and after that they get dropped.
[2014.12.14-15.03.56:437][ 21]LogNet: Browse: steam.76561197983711055//Game/Maps/TransitionMap?game=/Game/Blueprints/MenuMode.MenuMode_C
[2014.12.14-15.03.56:437][ 21]LogNet: World NetDriver shutdown SteamNetDriver_0 [GameNetDriver]
[2014.12.14-15.03.56:438][ 21]LogNet: DestroyNamedNetDriver SteamNetDriver_0 [GameNetDriver]
[2014.12.14-15.03.56:451][ 21]LogNet: UNetConnection::Close: Name: SteamNetConnection_0, Driver: GameNetDriver SteamNetDriver_0, PC: PlayerController_2, Owner: PlayerController_2, Channels: 9, RemoteAddr: 76561197983711055:7777, Time: 2014.12.14-15.03.56
[2014.12.14-15.03.56:454][ 21]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: ControlChannel_0
[2014.12.14-15.03.56:468][ 21]LogExit: GameNetDriver SteamNetDriver_0 shut down
[2014.12.14-15.03.56:472][ 21]LogNet:Display: SteamNetDriver_1 bound to port 7777
[2014.12.14-15.03.56:473][ 21]LogNet: Game client on port 7777, rate 10000
[2014.12.14-15.04.12:773][ 69]LogNet: Welcomed by server (Level: /Game/Maps/TransitionMap, Game: /Game/Blueprints/MenuMode.MenuMode_C)
[2014.12.14-15.04.12:773][ 69]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2014.12.14-15.04.12:774][ 69]LogNet: UChannel::CleanUp: [PendingNetDriver] [NoPC] [No Owner]. ChIndex == 0. Closing connection.
[2014.12.14-15.04.12:786][ 69]LogNet: UNetConnection::Close: Name: SteamNetConnection_1, Driver: PendingNetDriver SteamNetDriver_1, PC: NULL, Owner: NULL, Channels: 2, RemoteAddr: 76561197983711055:7777, Time: 2014.12.14-15.04.12
[2014.12.14-15.04.12:789][ 69]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: ControlChannel_1
[2014.12.14-15.04.12:805][ 69]LogLoad: LoadMap: steam.76561197983711055//Game/Maps/TransitionMap?game=/Game/Blueprints/MenuMode.MenuMode_C
[2014.12.14-15.04.12:927][ 69]LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000241145B6A0
[2014.12.14-15.04.12:959][ 69]LogMemory: Platform Memory Stats for Windows
[2014.12.14-15.04.12:960][ 69]LogMemory: Process Physical Memory: 359.08 MB used, 407.98 MB peak
[2014.12.14-15.04.12:960][ 69]LogMemory: Process Virtual Memory: 336.52 MB used, 344.08 MB peak
[2014.12.14-15.04.12:961][ 69]LogMemory: Physical Memory: 3636.78 MB used, 7893.53 MB total
[2014.12.14-15.04.12:962][ 69]LogMemory: Virtual Memory: 938.76 MB used, 134217728.00 MB total
[2014.12.14-15.04.12:963][ 69]LogMemory:
[2014.12.14-15.04.12:964][ 69]Allocator Stats for TBB: (not implemented)
[2014.12.14-15.04.13:015][ 69]LogWorld: Bringing World /Game/Maps/TransitionMap.TransitionMap up for play (max tick rate 0) at 2014.12.14-16.04.13
[2014.12.14-15.04.13:015][ 69]LogWorld: Bringing up level for play took: 0.001043
[2014.12.14-15.04.13:017][ 69]LogNet:Warning: Network Failure: GameNetDriver[ConnectionLost]: Your connection to the host has been lost.
[2014.12.14-15.04.13:018][ 69]LogNet: NetworkFailure: ConnectionLost, Error: 'Your connection to the host has been lost.'
[2014.12.14-15.04.13:018][ 69]LogNet: DestroyNamedNetDriver SteamNetDriver_1 [GameNetDriver]
[2014.12.14-15.04.13:020][ 69]LogExit: GameNetDriver SteamNetDriver_1 shut down
As you can see it starts to load the map “TransitionMap” but after that the NetDriver get’s shut down.
It continues to load the map (you can see it at the bottom of the log) but can’t connect to the server (or that’s what I think what happens here).
The server on the other side does process the switch to the new map and seems to close the connection, even after I set the “bUseSeamlessTravel = true;” in C++ in my GameMode.
Server Log:
[2014.12.14-14.53.39:508][284]LogGameMode: ProcessServerTravel: /Game/Maps/TransitionMap
[2014.12.14-14.53.39:573][307]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2014.12.14-14.53.39:573][307]LogNet: UChannel::CleanUp: [GameNetDriver] [PlayerController_2] [PlayerController_2]. ChIndex == 0. Closing connection.
[2014.12.14-14.53.39:574][307]LogNet: UNetConnection::Close: Name: SteamNetConnection_0, Driver: GameNetDriver SteamNetDriver_0, PC: PlayerController_2, Owner: PlayerController_2, Channels: 9, RemoteAddr: 76561198008626675:7777, Time: 2014.12.14-14.53.39
[2014.12.14-14.53.39:576][307]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: ControlChannel_0
[2014.12.14-14.53.39:582][308]LogPlayerController:Warning: Calling IsLocalController() while Player is NULL is undefined!
[2014.12.14-14.53.39:582][308]LogPlayerController:Warning: Calling IsLocalController() while Player is NULL is undefined!
[2014.12.14-14.53.39:754][370]LogNet: NotifyAcceptingConnection: Server GameLobby refused
[2014.12.14-14.53.39:956][444]LogNet: NotifyAcceptingConnection: Server GameLobby refused
[2014.12.14-14.53.40:166][520]LogNet: NotifyAcceptingConnection: Server GameLobby refused
[2014.12.14-14.53.40:393][603]LogNet: NotifyAcceptingConnection: Server GameLobby refused
[2014.12.14-14.53.40:544][658]LogNet: NotifyAcceptingConnection: Server GameLobby refused
[2014.12.14-14.53.40:761][737]LogNet: NotifyAcceptingConnection: Server GameLobby refused
[2014.12.14-14.53.40:969][813]LogNet: NotifyAcceptingConnection: Server GameLobby refused
[2014.12.14-14.53.41:187][892]LogNet: NotifyAcceptingConnection: Server GameLobby refused
[2014.12.14-14.53.41:379][962]LogNet: NotifyAcceptingConnection: Server GameLobby refused
[2014.12.14-14.53.41:557][ 27]LogNet: NotifyAcceptingConnection: Server GameLobby refused
[2014.12.14-14.53.41:761][101]LogNet: NotifyAcceptingConnection: Server GameLobby refused
[2014.12.14-14.53.41:968][177]LogNet: NotifyAcceptingConnection: Server GameLobby refused
[2014.12.14-14.53.42:187][257]LogNet: NotifyAcceptingConnection: Server GameLobby refused
[2014.12.14-14.53.42:385][329]LogNet: NotifyAcceptingConnection: Server GameLobby refused
[2014.12.14-14.53.42:557][392]LogNet: NotifyAcceptingConnection: Server GameLobby refused
[2014.12.14-14.53.43:365][687]LogEngine: Server switch level: /Game/Maps/TransitionMap
[2014.12.14-14.53.43:365][687]LogNet: Browse: /Game/Maps/TransitionMap?listen
[2014.12.14-14.53.43:368][687]LogLoad: LoadMap: /Game/Maps/TransitionMap?listen
[2014.12.14-14.53.43:368][687]LogNet: World NetDriver shutdown SteamNetDriver_0 [GameNetDriver]
[2014.12.14-14.53.43:371][687]LogNet: DestroyNamedNetDriver SteamNetDriver_0 [GameNetDriver]
[2014.12.14-14.53.43:372][687]LogExit: GameNetDriver SteamNetDriver_0 shut down
[2014.12.14-14.53.43:384][687]LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0000007AD0FDCC20
[2014.12.14-14.53.43:394][687]LogMemory: Platform Memory Stats for Windows
[2014.12.14-14.53.43:394][687]LogMemory: Process Physical Memory: 396.64 MB used, 396.64 MB peak
[2014.12.14-14.53.43:394][687]LogMemory: Process Virtual Memory: 303.86 MB used, 306.89 MB peak
[2014.12.14-14.53.43:396][687]LogMemory: Physical Memory: 4377.26 MB used, 8156.63 MB total
[2014.12.14-14.53.43:397][687]LogMemory: Virtual Memory: 848.61 MB used, 134217728.00 MB total
[2014.12.14-14.53.43:398][687]LogMemory:
[2014.12.14-14.53.43:398][687]Allocator Stats for TBB: (not implemented)
[2014.12.14-14.53.43:407][687]LogWorld: Game class is 'MenuMode_C'
[2014.12.14-14.53.43:408][687]LogNet:Display: SteamNetDriver_1 bound to port 7777
[2014.12.14-14.53.43:408][687]LogNet: GameNetDriver SteamNetDriver_1 IpNetDriver listening on port 7777
[2014.12.14-14.53.43:412][687]LogAIModule: Creating AISystem for world TransitionMap
[2014.12.14-14.53.43:412][687]LogWorld: Bringing World /Game/Maps/TransitionMap.TransitionMap up for play (max tick rate 0) at 2014.12.14-15.53.43
[2014.12.14-14.53.43:412][687]LogWorld: Bringing up level for play took: 0.000612
[2014.12.14-14.53.43:413][687]LogGameMode: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
[2014.12.14-14.53.46:683][879]LogNet: NotifyAcceptingConnection: Server TransitionMap accept
[2014.12.14-14.53.46:683][879]LogNet: Open TransitionMap 12/14/14 15:53:46 76561198008626675
[2014.12.14-14.53.46:684][879]LogNet: Added client connection. Remote address = 76561198008626675:7777
[2014.12.14-14.53.46:686][879]LogNet: NotifyAcceptingChannel Control 0 server World /Game/Maps/TransitionMap.TransitionMap: Accepted
[2014.12.14-14.53.46:689][879]LogNet: Remote platform little endian=1
[2014.12.14-14.53.46:689][879]LogNet: This platform little endian=1
[2014.12.14-14.53.55:871][236]LogNet: Login request: /Game/Maps/TransitionMap?game=/Game/Blueprints/MenuMode.MenuMode_C?Name=Reaping666 userId: 76561198008626675
[2014.12.14-14.53.55:871][236]LogNet: Client netspeed is 10000
[2014.12.14-14.53.55:907][249]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2014.12.14-14.53.55:908][249]LogNet: UChannel::CleanUp: [GameNetDriver] [NoPC] [No Owner]. ChIndex == 0. Closing connection.
[2014.12.14-14.53.55:908][249]LogNet: UNetConnection::Close: Name: SteamNetConnection_1, Driver: GameNetDriver SteamNetDriver_1, PC: NULL, Owner: NULL, Channels: 2, RemoteAddr: 76561198008626675:7777, Time: 2014.12.14-14.53.55
[2014.12.14-14.53.55:911][249]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: ControlChannel_1
[2014.12.14-14.53.56:121][325]LogNet: NotifyAcceptingConnection: Server TransitionMap accept
[2014.12.14-14.53.56:121][325]LogNet: Open TransitionMap 12/14/14 15:53:56 76561198008626675
[2014.12.14-14.53.56:122][325]LogNet: Added client connection. Remote address = 76561198008626675:7777
I currently have a blueprint parented to my custom GameMode in C++, which is setting the bool in the constructor.
I then have a menu based on UMG Widgets and have a client connect over the steam api (via the new Nodes in Unreal 4.6). That’s working perfectly.
Then the server does a “servertravel TransitionMap” to change the map (through Execute Console Command or directly in the console doesn’t matter).
Is there anything more I need to do, to keep connections to the client alive?
Thanks in advance for any help.