Ran into this problem as well. I believe there is a side effect happening with this workaround. Namely, InitSeamlessTravelPlayer
is now getting called twice for each player. This results in GameMode’s NumPlayers
being double-counted, so it always thinks twice as many players are connected compared to how many actually are. We use NumPlayers
in our multiplayer logic, and while I could probably work further around this, that feels like a bad idea. Has anyone else encountered this?