Client load level instance causes disconnect

Edit:

FIXED

Solution is for C++ only :frowning:
I kept digging in the engine and found a quick way to fix the problem, here it is implemented to suit my needs:

bool AClass::ALevelLoadingFunction()
{
bool bLevelLoaded = false;

     FString OutLevelName;
     if (GetRandomLandscapeName(OutLevelName))
     {
                     // The following function is BlueprintImplementable and returns pointer to ULevelStreamKismet
             LevelStreamKismet = LoadLandscapeLevelInstance(OutLevelName, GetActorLocation(), GetActorRotation(), bLevelLoaded);

             LevelStreamKismet->bIsStatic = true;
             LevelStreamKismet->OnLevelLoaded.AddDynamic(this, &AClass::OnLevelStreamLoaded);
     }
     return bLevelLoaded;

}

void AClass::OnLevelStreamLoaded()
{
if (LevelStreamKismet->GetLoadedLevel())
{
LevelStreamKismet->GetLoadedLevel()->bClientOnlyVisible = true;
ULib::QuickDebug(“Loaded”, false);
}
}