RealDocs

APlayerState::SeamlessTravelTo

function Engine Since 4.0
#include "GameFramework/PlayerState.h"
Access: public Specifiers: virtualENGINE_API

Description

Called during seamless travel to copy persistent properties from this (old) PlayerState to the newly created one in the destination level.

Caveats & Gotchas

  • The default implementation calls CopyProperties — if you add custom replicated members that must survive map transitions, override CopyProperties rather than this function, as SeamlessTravelTo is only called for seamless (non-blocking) travel; non-seamless travel uses the InactivePlayerArray path instead.
  • NewPlayerState is valid but its controller is not yet assigned at call time — avoid operations that depend on possession state.
  • After this call completes the old PlayerState is destroyed; any raw pointers to it on other objects will dangle.

Signature

virtual void SeamlessTravelTo(class APlayerState* NewPlayerState)

Parameters

Name Type Description Default
NewPlayerState class APlayerState* The freshly spawned PlayerState in the destination level that will replace this one.

Return Type

void

Example

Copy custom match stats across seamless map travel C++
void AMyPlayerState::SeamlessTravelTo(APlayerState* NewPlayerState)
{
    Super::SeamlessTravelTo(NewPlayerState);
    if (AMyPlayerState* NewPS = Cast<AMyPlayerState>(NewPlayerState))
    {
        NewPS->CareerKills = CareerKills;
        NewPS->CareerDeaths = CareerDeaths;
    }
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.