When a client is connected in a session and then the server is lost for a reason, the client
comes back to the state before the session join (to the previous loaded map).
I want to handle the server lost and redirect the client to another map and I am trying it by using EventNetworkError from gameInstance like this:
is not working. on server failure, the client travels to original previous map again.
I actually test the stored error variable in the default map by printing it and it is actually
connection lost, but it seems the engine overrides loading default map even If I want
to force to load a different one.
replacing open level by quit event it actually quits the game so the open level is reached but overriden.
Any clue?
Best,
Dany