Using ServerTravel on a dedicated server causes clients on MacOS to disconnect

my idea is to delete the old FSocketMac too. but we need to know when to delete it properly.
First, you need to use unreal engine source code. I believe you are already using.
So, in Engine/Source/Runtime/Sockets/Private/Mac/SocketSubsystemMac.h there are construction, deconstruction and Close function. We first add #include "Misc/AssertionMacros.h"to the include list. and then add FDebug::DumpStackTraceToLog(ELogVerbosity::Type::Warning) to these three functions to print stack trace to log file.
and then, compile unreal engine source. and use the compiled engine to build a client and test. it will print when the FSocketMac is created, destroyed and closed.
If you share the log with me, then I can help you analyze it.