Collectibles Before Saved Did Not Respawn After Loading

Hi everyone,

I am trying to setup a system where when I collected a collectible, it is saved ONLY after I reach the next checkpoint. Right now, when I collect the collectible, it will be updated onto the UMG, and this is good, however, If I die before reaching the next saving checkpoint, I will be loaded and respawn to my last checkpoint save. And the collectible count is reset back to previous count along with health, but the unsuccessful collectible did not respawn for me to collect again (for another attempt to collect it again). If I were to to make it saved and destroyed (my intial mechanic) even after loading to my previous checkpoint, then it will be easy.

I have seen suggestion on Save Data to Array in Game Instance, then Get Object Class…oh boy, I just can’t wrap my head around all of those on how exactly to implement it. What I did was, I set a Bool in GI, and setting Saved and Collected from each collectible’s BP, and saving BP. So after respawning to my last checkpoint, I constructed a Spawn Actor for the collectible in level Blueprint. But it did not work, thus this message.

Hope you guys can understand what I am trying to do and lend me some help.

EP

Try this method out. I am saving enemies here but you can save collectibles the same way. You will just have to modify when you call the save/load cycle to occur only after you complete the level. But this should work out for you.

Thank you for the prompt reply. Will look into it now! :slight_smile:

It does not work. I mean not exactly as I wanted to. If I collected the collectibles, and I die before reaching a checkpoint, the collectibles did not respawn after the load, though the counter is set to none which is good. I want them to respawn so I can go collect it and make it to the next checkpoint to save all together.