When the user tries to connect to remote server which does not exist, a new server is created with unpredictable things in it

Sextuple bump.

I don’t think you can enter IP addresses into open level node…

If you want to try and connect directly you would need to do it via console “Open IP:Port”
You could probably have a widget where you enter IP and Port, then on button pressed you would execute console command I stated above.

Unreal’s session/search/join APIs are all built on top of Online Subsystem (OSS).

The OSS is there for
Discovery & matchmaking (so you don’t have to hand‑out raw IPs)
NAT traversal/punch‑through (so peers behind home routers can still connect)
Authentication (so only authorized users can join)

Maybe this will help clear things out.
If you don’t mind me asking, why you’re so keen on using hard IP addresses? Any particular reason why you don’t want to use middleman like EOS or Steam?

Unfortunately, this does not work, a fake server is still created.

Because the game is for countries where Steam is forbidden.

Bump. The topic is actual.

Double bump.

At present time the server is created and shown but never fully loaded so that “unpredictable things” could happen. If the problem appears again, I will recreate the similar topic.