How to avoid engine destroy the character when player leave or get disconnect

Pretty weird!
I’ve done this in my test character and it worked for me when calling the Destroy Actor node:

.h:

    	virtual void K2_DestroyActor() override;

.cpp:

AIHWMTGCharacter::AIHWMTGCharacter() {
    	bAutoDestroyWhenFinished = false;
    }
    
    
    void AIHWMTGCharacter::K2_DestroyActor() {
    	if (bAutoDestroyWhenFinished) {
    		Destroy();
    	} else {
    		UnMark(OBJECTMARK_NOMARKS); ClearFlags(RF_PendingKill);
    		Reset(); ResetPropertiesForConstruction(); RerunConstructionScripts();
    		UE_LOG(LogTemp,Warning,TEXT("NOPE! I ain't gonna die..."));
    	}
    }

If APlayerController is calling usual destroy functions, something like should work too when player disconnects.

76439-ue4destroyoverride.png