Specifying the client transition level when the server is disconnected

Is cheers for good work

I’m currently testing the network and when the server is disconnected,

The client returns to the default level.

Is this possible to any level?

As long as you check the source of UE4, it looks like you can,

Cannot be realized because of the following unknown

What is an .unreal file (how to generate it)

・ The above is FConfigFile data

・ File location

・ Description of the file (Maybe: Is it the following description?)

The referenced function is “UEngine :: Browse”

[Link]

Server = “/ Game / maps / Test”

The following questions were also helpful (although it was not possible)

自己解決しましたので、解決方法を記載します

結論としては、参考にしたサイトの方法が正しい方法だったようです

具体的には、下記の例の様にしておりました

レベル名( NetworkError)
誤り
World->NextURL = FString(“/Game/Maps/NetworkError”);
正解
World->NextURL = FString(“/Game/Maps/NetworkError.NetworkError”);

レベル名を . で二回繰り返すと正しく指定レベルに遷移しました

Since I solved it myself, I will describe the solution.

In conclusion, it seems that the method of the referenced site was the correct method

Specifically, it was like the following example

Level name (NetworkError)
error
World-> NextURL = FString (“/ Game / Maps / NetworkError”);
Correct answer
World-> NextURL = FString (“/ Game / Maps / NetworkError.NetworkError”);

If the level name is repeated twice with ***. ***, it will correctly transition to the specified level

回答をありがとうございました。
書き込んでみましたが、クラッシュしてしまうのです。World->NextURLの説明読んだらクライエントではなくサーバーの次のマップのことらしいです。
クライエントの次のマップの場合と移動せずの場合もどうしたらいいのでしょうか?