Network Error force loads Entry map for client when server shuts down
This seems to have been an issue for some time now without being resolved. If a listen server disconnects, the connected client in the session will get a Network Error event and is then loaded into Entry, regardless if that Network Error event is connected to a Open Level or console command (open mapname) these will be ignored and the client will end up on the Entry map.
I can't find any way of fixing this and it is a problem. Any advice is appreciated!
asked Sep 23 '17 at 04:27 AM in Bug Reports
While I'm sure there's better ways, this seemed to do the trick for me.
HandleNetworkFailure is found in the UnrealEngine.h file and can be overridden - this has other interesting stuff like OnTravelFailure.
The function can be implemented as shown above. Running multiple instances via commandline with log reveiled the FailureType to be FailureReceived and ConnectionLost so do a check - eventually it'll be caught and you can do a client travel to the main menu.
Lastly, add a delegate with the function to the OnNetworkFailure event in the Init function of your GameInstance, or where you prefer, and it should be working.
answered Jan 29 '19 at 08:52 PM
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