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AGameModeBase::ProcessServerTravel

function Engine Since 4.14
#include "GameFramework/GameModeBase.h"
Access: public Specifiers: virtual

Description

Initiates a server-side level transition that brings all connected clients to the new map. Calls CanServerTravel() first and triggers either a hard or seamless travel depending on the GameMode's bUseSeamlessTravel setting.

Caveats & Gotchas

  • Only call this on the server (HasAuthority()). Calling it on a client is a no-op at best and can cause assertion failures at worst.
  • If bUseSeamlessTravel is true, clients stay connected and actors listed in GetSeamlessTravelActorList() persist into the new level. With hard travel, all clients disconnect and reconnect — choose carefully, as hard travel resets all session state.

Signature

ENGINE_API virtual void ProcessServerTravel(const FString& URL, bool bAbsolute = false);

Parameters

Name Type Description Default
URL const FString& The destination map URL, optionally including game options.
bAbsolute bool If true, the URL is treated as an absolute map path. Defaults to false. false

Return Type

void

Example

Travel to a results screen after match end C++
void AMyGameMode::OnMatchEnd()
{
	if (HasAuthority())
	{
		ProcessServerTravel(TEXT("/Game/Maps/ResultsScreen?listen"));
	}
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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