Choose loaded map on NetworkError

Hi, I try to load my MainMenu map when I received an Event NetworkError in my GameInstance.
I try to do an OpenLevel on my map in my GameInstance blueprint but it keeps loading my Startup default map, which is my splashscreen.

My blueprint looks like this :

And I get this in my logs :

[2016.02.25-11.51.11:811][264]LogNet:Warning: Network Failure: GameNetDriver[ConnectionLost]: Your connection to the host has been lost.
[2016.02.25-11.51.11:811][264]LogNet: NetworkFailure: ConnectionLost, Error: 'Your connection to the host has been lost.'
[2016.02.25-11.51.11:811][264]LogOnline:Warning: NULL: Can't destroy a null online session (Game)
[2016.02.25-11.51.11:863][264]LogPackageName: SearchForPackageOnDisk took   0.052s to resolve 1_Main_Menu.umap.
[2016.02.25-11.51.11:863][264]LogNet:Warning: FObjectReplicator::UpdateUnmappedObjects: Connection->State == USOCK_Closed
[2016.02.25-11.51.11:863][264]LogNet:Warning: FObjectReplicator::UpdateUnmappedObjects: Connection->State == USOCK_Closed
[2016.02.25-11.51.11:864][265]LogFMOD:Error: 'StudioSystem[EFMODSystemContext::Runtime]->update()' returned 'A socket error occurred.  This is a catch-all for socket-related errors not listed elsewhere.'
[2016.02.25-11.51.11:864][265]LogNet: Browse: /Game/ThirdPersonCPP/Maps/Interface/0_SplashScreen?closed
[2016.02.25-11.51.11:864][265]LogNet: Failed; returning to Entry
[2016.02.25-11.51.11:956][265]LogLoad: LoadMap: /Game/ThirdPersonCPP/Maps/Interface/0_SplashScreen?closed

We can see that it “SearchForPackageOnDisk” with 1_Main_Menu.umap but it load 0_SplashScreen.

Any idea what i’m doing wrong ?

Thanks

I’m having the same problem, any progress?

Here’s my current workaround, although I’d still like to know the proper way.

In C++, on the game instance, I register to receive network failures:

void MyGameInstance::Init()
{
	Super::Init();
	GetEngine()->OnNetworkFailure().AddUObject(this, &ThisClass::HandleNetworkFailure);
}

and in the implementation, I set the NextURL:

void UElekGameInstance::HandleNetworkFailure(UWorld* World, UNetDriver* NetDriver, ENetworkFailure::Type FailureType, const FString& ErrorString)
{
	World->NextURL = FString("/Game/Maps/MyMainMenu.MyMainMenu");
        ...
}