I cant find any documentations about this issue. help
You could try hooking up to the engine travel fail delegate
void AYourActor::OnFailTravel(UWorld* world, ETravelFailure::Type failure, const FString& passedString)
{
if (failure == ETravelFailure::TravelFailure)
{
// handle the failure
}
}
void AYourActor::BeginPlay()
{
// Call the base class
Super::BeginPlay();
if (GEngine) {
GEngine->TravelFailureEvent.AddUObject(this, &AYourActor::OnFailTravel);
}
You’ll need the include
#include "Engine/EngineBaseTypes.h"