Destroyed character when you exit the app

Hi all! I experienced a problem:
I’m creating a online game which runs with a dedicated server. The problem comes up when i exit the client app. Basically I have noticed that my character has been destroyed immediately after the dedicated server logged this code:



 [2016.01.04-22.07.07:491][774]LogNet:Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection. Driver: IpNetDriver_0, Elapsed: 60.011932, Threshold: 60.000000, RemoteAddr: 5.90.10.146:2138, PC: CustomPlayerController_1, Owner: CustomPlayerController_1
[2016.01.04-22.07.07:491][774]LogNet: NetworkFailure: ConnectionTimeout, Error: 'UNetConnection::Tick: Connection TIMED OUT. Closing connection. Driver: IpNetDriver_0, Elapsed: 60.011932, Threshold: 60.000000, RemoteAddr: 5.90.10.146:2138, PC: CustomPlayerController_1, Owner: CustomPlayerController_1'
[2016.01.04-22.07.07:492][774]LogBlueprintUserMessages: [GameInstanceBP_C_0] ConnectionTimeout - is Server? true
[2016.01.04-22.07.07:492][774]LogNet: UNetConnection::Close: Name: IpConnection_1, Driver: GameNetDriver IpNetDriver_0, PC: CustomPlayerController_1, Owner: CustomPlayerController_1, Channels: 50, RemoteAddr: 5.90.10.146:2138, Time: 2016.01.04-22.07.07
[2016.01.04-22.07.07:492][774]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: ControlChannel_1
[2016.01.04-22.07.07:521][775]LogNet:Verbose: UNetConnection::Close: Already closed. Name: IpConnection_1


I wish my character continued to exist inside the game, even when i exit the client app. Can you help me? What can I do? Thanks a lot.

override
virtual void PawnLeavingGame() in APlayerController

It Clean up when a Pawn’s player is leaving a game. Base implementation destroys the pawn.

Sources:

It works great! Thank you very much!