RealDocs

APlayerController::ClientTravel

function Engine Since 4.0
#include "GameFramework/PlayerController.h"
Access: public

Description

Travels the client to a different level or server address. For host-driven level transitions, prefer `UGameplayStatics::OpenLevel`. `ClientTravel` is typically called server-side on a specific player controller to redirect only that one client.

Signature

void ClientTravel(const FString& URL, ETravelType TravelType, bool bSeamless = false, FGuid MapPackageGuid = FGuid())

Parameters

Name Type Description Default
URL const FString& Map name or IP address to travel to.
TravelType ETravelType TRAVEL_Absolute, TRAVEL_Relative, or TRAVEL_Partial.
bSeamless bool Use seamless travel (no loading screen pause). false
MapPackageGuid FGuid Optional package GUID for the target map. FGuid()

Return Type

void

Caveats & Gotchas

  • For seamless travel (`bSeamless = true`), the GameMode must have `bUseSeamlessTravel = true` and a valid transition level.
  • Calling this directly on a client (not via server RPC) is undefined behavior in multiplayer.

Example

Server redirects one player to the lobby C++
void AMyGameMode::RedirectPlayerToLobby(APlayerController* PC)
{
    PC->ClientTravel(TEXT("/Game/Maps/Lobby"), TRAVEL_Absolute);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable
5.0 stable

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