Travel Failure: [LoadMapFailure]: Failed to load package

Where to start…

Multiplayer game (prototype). During development I could always succesfully test it and get fully working on two different computers, one being a listening server and other the clients, sometimes both computers running multiple clients. This worked using pie or standalone for a long time, however haven’t tested it in the last couple of days. Today morning I cooked the project on my main comp, packaged it for win64, development build. I copied it over to the other comp (all packaged files, with ftp), and I could get them connected and play. (end to end, all levels)

I made some bugfixing which required testing on 2 computers. I passed the changes to source control (using git + sourcetree + bitbucket) and pulled the current version on the second computer. Now when trying to play in pie, the pie window on the computer serving as client always crashes, with the following log:

LogLoad: Took 0.021759 seconds to LoadMap(/Game/Levels/UEDPIE_2_StartScreenLevel)
[2018.08.14-23.39.58:682][281]LogNet: Warning: Travel Failure: [LoadMapFailure]: Failed to load package ‘/Game/Levels/UEDPIE_0_LobbyLevel’
[2018.08.14-23.39.58:682][281]LogNet: Warning: Travel Failure: [LoadMapFailure]: Failed to load package ‘/Game/Levels/UEDPIE_0_LobbyLevel’
[2018.08.14-23.39.58:682][281]LogNet: Warning: TravelFailure: LoadMapFailure, Reason for Failure: ‘Failed to load package ‘/Game/Levels/UEDPIE_0_LobbyLevel’’. Shutting down PIE.
[2018.08.14-23.39.58:683][281]PIE: Warning: TravelFailure: LoadMapFailure, Reason for Failure: ‘Failed to load package ‘/Game/Levels/UEDPIE_0_LobbyLevel’’. Shutting down PIE.
[2018.08.14-23.39.58:683][281]LogBlueprintUserMessages: Early EndPlayMap Detection: Level ‘/Game/Levels/StartScreenLevel.StartScreenLevel:PersistentLevel’ has LevelScriptBlueprint ‘/Game/Levels/StartScreenLevel.StartScreenLevel:PersistentLevel.StartScreenLevel’ with GeneratedClass ‘/Game/Levels/StartScreenLevel.StartScreenLevel_C’ with ClassGeneratedBy ‘/Game/Levels/StartScreenLevel.StartScreenLevel:PersistentLevel.StartScreenLevel’

  1. The issue occurs regardless which computer is the server and which one is the client. Always the client crashes
  2. On both computers I can load ‘Lobbylevel’ and join with a secondary pie window running on the same computers, game works as expected
  3. The problem only occurs in PIE. The standalone/cooked/packaged version of the latest version works as expected (cooked/packaged on 2 different computers)
  4. Both Startscreen and Lobbylevels are empty levels, using only UMG assets during them. Level blueprints have no scripts, meshes, etc.
  5. Today developments affected the UMG assets, player controller, game instance, player state used in those levels, but not the levels any other way. None of them is mentioned in the error log.

I suspect that something during the earlier cooking/packaging made the two project on the two computers somewhat different, which was not fixed when distributed the new version with source control tool. So I tried to cook/package the current version on both computers, but it did not help. The other idea, that this is nothing to do with the packaging I’ve done today, something went wrong earlier and i just did not recognise it in time.

Right now I don’t really dare to do anything to fix this, I try to avoid messing things up even better.

Any idea what could have gone wrong here and how to fix it?

Thanks

Edit: standalone working

This was happening to me when a map name was changed and somehow was still being search for, even though all variable references were updated to point at the new one, automatically, when the level name was changed. The solution was to create a basic map with the old name, so it had something to search for.

Did you find a workaround for this? I have the same problem in my project which used to be able to create and join session successfully but then I renamed the level at some point and it might be the reason for it not working anymore with the same error message.

I tried renaming it again to the old level and also creating a completely new level just to test but neither worked.