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Map changes and leaving

ServerTravel​

ServerTravel, seamless or not, works as usual. After the change, the new map's state streams to clients from scratch, starting with a full snapshot.

  • During a map change (from the host's travel until the new map is loaded), a lost connection does not start a migration, because the state is being replaced right then. If the host dies exactly then, Unreal's normal disconnect handling applies.
  • A snapshot is only used on the map it was taken on. Right after a seamless travel, before the first snapshot of the new map has arrived, losing the host is not migrated either.
  • Players who stepped away keep their PlayerState data across map changes. Their pawn belonged to the old map, so they get a new one.
  • Players moving with a seamless travel are not treated as leaving.
  • Seamless travel keeps PlayerStates only through your PlayerState's CopyProperties, as usual in Unreal.

Leaving the match​

Use Leave Session (with the map to go to) instead of a plain open <map>:

WhoWhat happens
HostHands the match over (graceful migration) before travelling. The others play on.
ClientJust leaves. The host keeps the player's state for a rejoin.

A host that leaves with a plain open ends the match for everyone, as it would without the plugin.

Begin Graceful Migration is the lower-level version for the host: it sends a final snapshot and tells everyone to migrate. Leave about a second later, so the messages get out.