UE5 Seamless travel bug found. We found the cause, and also have a workaround

Hi!
Currently struggling with this bug so thank you so much for providing the report and a workaround.

Unfortunately we don’t use a transition map and I have no knowledge of how this should look, do you know what it should look like for someone not using a transition map?

The transition map has nothing to do with the bug, especially that a default one gets set for you even if you didn’t set one yourself. Proof here.

This bug was indeed fixed in 5.1, which was released!

  • “LastCompletedSeamlessTravelCount == SeamlessTravelCount” check was removed from APlayerController::HasClientLoadedCurrentWorld to prevent issues when client finishes travel before the server.
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