Destroying/Respawning Player

Hey, I am having an issue. I want to destroy and respawn the player character if they come into contact with two created objects I made.

:One object are spikes that come up from the level’s floor.
: Secondly, are crushers that go in and outwards towards the wall.

If the player ends up touching these two things, I want them to be destroyed and respawned.

Any help is greatly appreciated. This is for a gaming project that’ll help me graduate towards the end of this year!

there’s a thousand ways to do this, but most of them include the destroy actor and spawn actor nodes.

yes, I tried something involving to destroy actor, having the object casted to third person character, yet that did not seem to work

Any specific ideas to help me would be much apperciated, and thank you for replying!

Use a collision volume, like sphere or capsule collision, configure it for overlap, on overlap destroy the actor and spawn an actor of the same class as the destroyed actor was at whatever location you want, then possess the spawned actor.

As Cestarian Pointed out, Inside your BP for the items that damage the player. add a collision component. After you set it up the way you want. Right click it and select Event>OnComponentOverlap. From other actor cast to your player character to ensure this event only fires when your character overlaps with the collision. Then from AS BP_Player( or whatever your player is called) get the node “destroy Actor”. I would also disable input as well but remember to enable it on your player’s begin play

For respawning: Something will need to trigger it whether that is a UI button or some other event. Then you just need to put a SPAWN Actor of Class node in what ever method you’re using to spawn the player.

If you want it to happen after a specific amount of time; Add a Delay on the end of the last image and then spawn actor of class.

I assume you have pre-determined points in which the player spawns? if so you will need to get the transform of that spawn point and plug it in here.