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

thanks for your answer.

I can track that easy with BP since player already have a UserID from the “web/sql login” (already done), but restore back isn’t a option, i want the character get damage if the player disconnect or leave. I not want a player disconnect when have other enemy player in front, think in something like MOBA game, apart not the case of my game but perhaps someone doing a DOTA game want give the opportunity to other players to control the coop player character. That not possible if the engine destroy the pawn on leave/network error.

When PostLogin occur i check and Pawn its already destroyed, hard to do something for save his “life” in that event. hehe

Same other events, example in Player Character when its called EndViewTarget when leave,if i un-possess the pawn nothing change, seems the kill orderits already sent by the server.

When user leave/disconnect a “event unposses” already its called on the player character. Seems the engine before kill unposses the character but again the kill order its already sent by the server.

Perhaps my only alternative its C++ and Override that function. I will consider and check if that function avoid server destroy the pawn or do a exact a copy and spawn on kill (dirty trick alternative), but i think the engine must have a easy option for not auto destroy the posses pawn in a MP environment, or a event called before server send the “destroy pawn” for un possed the pawn. Seems a basic option for a lot of MP games.