After export multiplayer level switching stopped working with neither with Steam nor localy.

Godot Version

v4.4.1.stable.steam [49a5bc7b6]

Question

After export multiplayer level switching stopped working but in Editor all works perfectly fine both with Steam and local simulation.
I use SteamMultiplayerPeer and GodotSteam
Level switching done with use of MultiplayerSpawner. Switching done when 2 players enter area at the end of level.

func _on_body_entered(body: Node3D) -> void:
	if body is Player:
		Player_counter += 1
		Player_list.append(body)
	if Player_counter >= 2 or (Global.Debug_mode == true and Player_counter >=1):
		for host in Player_list:
			if host.name =="1":
				$"../..".on_level_complete()

After it calls parent node(always same path)

func on_level_complete():
	if multiplayer.get_unique_id() != 1:
		Global.Shooting_time = false
		return
	var first_step = get_parent()#Go to level in main_menu
	var second_step = first_step.get_parent()#Go to root of main_menu
	second_step.next_level(load(Next_level))#Restarts level Next_level is PackedScene that assigned in editor with @export
	self.queue_free()

And main_menu hendels level switching

func next_level(data):
	$Levels.add_child(data.instantiate())

Again in Editor all hendels without any break downs but after export works 0% of the times.
Also I use a looby scene that always loads before any other level and form it players spawn to real level. It works literally the same way but is able to switch level somehow…