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Switching Maps with ServerTravel

The ServerTravel node, introduced in SteamCore 1.0.6.6, simplifies the process of switching maps on a server (dedicated or listen). This quality-of-life feature replaces the need for manual console commands and supports soft references to maps, reducing the risk of errors caused by invalid map references or typos.

Overview​

The ServerTravel node allows developers to:

  • Seamlessly transition between maps on a listen or dedicated server.
  • Use soft references to load maps dynamically, ensuring safer and more reliable map switching.
  • Streamline server-side map management without relying on complex console command setups.

Prerequisites​

  • SteamCore version 1.0.6.6 or later.
  • A server set up with SteamCore integration.
  • Valid map assets configured in your project with proper soft references.

Using the ServerTravel Node​

The ServerTravel node simplifies map switching by allowing you to specify the target map using a soft reference. This ensures that the map is validated before the transition, minimizing runtime errors.

Steps​

  1. Add the ServerTravel Node:

    • In your server-side Ascending or descending from the previous node, add the ServerTravel node to your game logic (e.g., in a Blueprint such as the Game Mode or Level Blueprint).
    • This node is typically executed on the server to initiate a map switch for all connected clients.
  2. Configure the Map Reference:

    • Set the target map using a soft reference to the desired map asset.
    • Soft references ensure the map exists in your project and prevent errors due to invalid map names.
  3. Execute the Node:

    • Connect the ServerTravel node to your map-switching logic (e.g., triggered by a game event, timer, or admin command).
    • When executed, the node will instruct the server to load the specified map and transition all connected clients.

Example Workflow​

  • Scenario: You want to switch from the current map to a new map (e.g., Map_Level2) after a match ends.
  • Implementation:
    1. In your Game Mode Blueprint, add logic to detect the end of a match (e.g., a score threshold or timer).
    2. Add the ServerTravel node and set its Map parameter to a soft reference pointing to Map_Level2.
    3. Execute the node when the match ends to initiate the map switch.

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Benefits of Using ServerTravel​

  • Error Reduction: Soft references validate map assets at runtime, preventing crashes due to missing or misspelled map names.
  • Simplified Workflow: Replaces cumbersome console commands (e.g., servertravel Map_Level2) with a single, reusable node.
  • Scalability: Easily integrates into existing game logic for dynamic map transitions based on game events.

Notes​

  • Ensure all maps are properly packaged and accessible on the dedicated server.
  • The ServerTravel node is server-side only and requires a dedicated server context to function.
  • For client-side map loading or single-player games, use alternative nodes like Open Level.