Travel to server after loadlevel cause crash

Hey, I’m trying to Load a map using LoadPackageAsync, then travel to a server which is already on this map, but client always crash and I can’t figure out why.
It crash during travel

void UPackageLoader::SimpleAsyncLoad(FString PackagePath, FOnPackageLoaded Callback, EPackageFlags Flags)
{
    //UE_LOGFMT(LogAbsPlayer, Error, "AsyncLoadLevel: Trying to load level");
    CallbackToBind = Callback;

    int32 SeparatorIndex;
    PackagePath.FindChar('.', SeparatorIndex);
    if( SeparatorIndex>= 0)
    {
        PackagePath = PackagePath.Mid(SeparatorIndex);
    }

    GetWorld()->GetTimerManager().SetTimer(MinimumTimeLoadServer, this, &UPackageLoader::AsyncFinishLoad, 10);

    LoadPackageAsync(PackagePath, FLoadPackageAsyncDelegate::CreateLambda([this](const FName& PackageName, UPackage* LoadedPackage, EAsyncLoadingResult::Type Result)
        {
            if (Result == EAsyncLoadingResult::Succeeded)
            {
                UE_LOGFMT(LogTemp, Warning, "SimpleAsyncLoad delegate: loading successful");

                AsyncTask(ENamedThreads::GameThread, [this]()
                    {
                        AsyncFinishLoad();
                    });
            } else
            {
                UE_LOGFMT(LogTemp, Warning, "SimpleAsyncLoad delegate: loading failed");
            }
        }));
}

void UPackageLoader::AsyncFinishLoad()
{
    if(bHasLoad)
    {
        bHasLoad = false;
        CallbackToBind.Broadcast();
    } else
    {
        bHasLoad = true;
    }
}

Does anyone can help me ?
Flags is only equal to PKG_ContainsMap
the weird thing is, travelling to a light map like a flat world is not causing any issues, but once I’m trying to load a complex one with shaders, complex textures and all that stuff, it cause this crash