TravelFailure when attempting to open a Level in runtime

When I try to open a specific level during run time, I receive this message:

This problem is only specific to this level, as I can open other levels in this way without this problem.
The blueprint method I used can be found below, its a pretty simple setup:

244687-capture2.png

You must use a server travel console command, or a free plugin like VictoryBP library has a server travel node.

Add a console command node and in there put servertravel Persistent, also when u open a level for multiplayer, make sure to put ?listen at the end.

It’s handy to add the maps to the maps section in project settings too :slight_smile:

Console command node = servertravel Persistent

OpenLevel nodes for online = Persistent ?listen

Project settings > Maps > Add your awesome maps where applicable

Thanks mate, I’ll give this a try and let you know if it works.

Okay, so I tried this method with the following setup with the player controller attached:

244775-capture3.png

As a result of this, when the END key was pressed, there was no result.
I followed it up by testing the END key by adding a print node, this was functional.
I also tested running “open Persistent” in the console node, and it returned the same error found above.
Thanks for your answer, but do you have any other ideas?

Try adding a ‘getplayercontroller’ with index 0, this will ensure its run on server.
Also make sure the maps are added, I have just the map I am travelling to added as that’s what I am working on atm, but I have had troubles if the map isn’t added in the settings.

Also make sure you have autoconnect disabled

This is my setup and it works great
244792-

I just tried this as well, and I didn’t get a result.
I forgot to mention that the game I am designing only has one player.

In the error it says Persistant with A instead of E so that could be it, but sometimes there’s a glitch when you rename a level, I suggest renaming the level to something else and try again, you might want to restart your editor.