Avoid actor destroy in IsNetRelevantFor ()

In my multiplayer game project, I noticed that the character is destroyed by the IsNetRelevantFor () code when it goes beyond a certain distance for 5 seconds.

When I got close again, I noticed that the channel reopened and the character spawned again.

However, I want to avoid the destroy / spawn process because I have some data to keep in my character.

So I would like to temporarily avoid network transmission when the distance is away, but the object has not been destroyed, and I hope it will be maintained.

For optimization, I want to avoid bAlwaysRelevant=true. Is not there a good way?

I’ve done a lot of searching and I’ve also searched for GetNetDormancy (), but I do not know how to use it correctly.

Please give a good explanation.