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AGameStateBase::SeamlessTravelTransitionCheckpoint

function Engine Since 4.14
#include "GameFramework/GameStateBase.h"
Access: public Specifiers: virtual

Description

Called twice during a seamless travel: once when loading the transition map and once when loading the destination map. Use it to save or restore game state that must survive the travel.

Caveats & Gotchas

  • This is called *before* actors are destroyed for the transition — data you want to preserve must be copied out here, not in `EndPlay`.
  • The function fires on the server only; clients do not have a game state during transition and receive a fresh one on the destination map. Client-side persistence requires a different mechanism (e.g. GameInstance).

Signature

ENGINE_API virtual void SeamlessTravelTransitionCheckpoint(bool bToTransitionMap)

Parameters

Name Type Description Default
bToTransitionMap bool True when traveling into the intermediate transition map, false when arriving at the final destination map.

Return Type

void

Example

Preserve scores across seamless travel C++
void AMyGameState::SeamlessTravelTransitionCheckpoint(bool bToTransitionMap)
{
    Super::SeamlessTravelTransitionCheckpoint(bToTransitionMap);
    if (!bToTransitionMap)
    {
        // Arriving at destination — restore saved scores
        RestorePlayerScores();
    }
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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