Difference:

  • ServerTravel also informs the clients to move along with the server.
  • ClientTravel will be called locally for the client to load a new map. or connect to ip.
  • Browse can load local map via LoadMap ( not for multiplayer ) but there are more things happening in this method. I also want to know more about what it does and what it should be used for.
  • LoadMap should also load a map for a local client

Browse, LoadMap, ServerTravel and ClientTravel?
https://answers.unrealengine.com/questions/122565/browse-servertravel-and-clienttravel.html

What’s the different between absolute travel and relative travel?
https://answers.unrealengine.com/questions/101284/what-the-different-between-absolute-travel-and-rel.html

What is the difference between ServerTravel and OpenLevel?
https://answers.unrealengine.com/questions/55477/the-difference-of-the-two-functions.html

PlayerController->ClientTravel() (Connect to remote server)
https://answers.unrealengine.com/questions/29017/gamemode-multiplayer-c.html

Seamless and non-seamless travel
https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Travelling

ClientTravel

See the usage of APlayerController->ClientTravel() in Offical Project ShooterGame.

Seamless travel

After seamless travel AGameModeBase::GenericPlayerInitialization(AController* Controller) and AGameModeBase::HandleStartingNewPlayer(), Gets called for the client.

Related
https://answers.unrealengine.com/questions/251940/post-login-event-not-firing-on-active-clients-afte.html


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