Our game uses listen servers and has 2 levels consisting of a social hub and a gameplay level. We use seamless travel in the transitions between these 2 levels and we see that on the 2nd time remote players go to the gameplay levels, enemies fail to spawn and the following warning logs seem to be the culprit for this.
Given this is only happening on the 2nd launch of that level in the same session, it seems something doesn’t get cleaned up properly in FNetGUIDCache.
I found some related posts to that error, but it seems in these other cases, connection was never working while in our case, it’s isolated to 2nd launch of level in a same listen server session.
[2026.03.10-19.21.41:958][269]LogNetPackageMap: Warning: InternalLoadObject: Unable to resolve object. FullNetGUIDPath: [10875]NOT_IN_CACHE
[2026.03.10-19.21.41:959][269]LogNetPackageMap: Error: UPackageMapClient::SerializeNewActor. Unresolved Archetype GUID. Guid not registered! NetGUID: 10875.
[2026.03.10-19.21.41:959][269]LogNetPackageMap: Error: UPackageMapClient::SerializeNewActor Unable to read Archetype for NetGUID 34054 / 10875
[2026.03.10-19.21.41:959][269]LogNet: Warning: UActorChannel::ProcessBunch: SerializeNewActor failed to find/spawn actor. Actor: None, Channel: 619