Currently I have 2 levels in my game: 1) the persistent level called MainMenu 2) A playable level called TutLevel.
The New Game button in my HUD calls the Open Level function with TutLevel as the target level. This works perfectly in the editor and emulators.
When I launch it on the PC or Mobile, however, it freaks out and when I click on New Game, it opens something [I suspect TutLevel] for less than half a second. I can barely see the score numbers, and then it opens MainMenu level again.
I’ve attached part of the output log where the following thing shows up every time I click on New Game:
LogNet:Warning: Travel Failure: [InvalidURL]: Invalid URL: /Game/Maps/MainMenuLogNet:Warning: Travel Failure: [ClientTravelFailure]: Invalid URL: /Game/Maps/MainMenu
Please help me understand why this happens and fix it.
It also doesn’t score or load save game in the HUD. I am starting to think there is some problem or latency in the HUD blueprint, but the thing is, it works perfectly in the emulators and editor.
I had the same issue when clicking launch. I would try to open a level and it just refused. I tried everything and only got it to work when I went to File>Package Content>Windows>64-Bit. I don’t know if that helps.
Thanks for replying, but that didn’t help. Its really stupid how it works in the editor, the standalone game, the mobile emulator, but not on the PC or Mobile.
“The “Launch” button in the editor will only cook the current level that’s open and save it in the Saved/StagedBuilds directory, which could explain the travel failure. One more thing to try is using the Package Project option. This will cook all the levels in your project, and should allow the server to travel to any of them.”
I know this is probably irrelevant at this point, but I figured I’d post this for any others looking for the solution.