AGameStateBase::SeamlessTravelTransitionCheckpoint
#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();
}
} Tags
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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