How to maintain character select screen choice when opening new level

Hi I have made a character select screen which seems to function however when loading a different level after selecting the character it loads the default third person character instead of my chosen
character. I have been trying to go through blue print interface but that hasn’t help much.

I can’t answer your question, but what I do us load the desired level and then a widget covers the screen where you do your character select and spawns this character. Without being at a computer maybe do the character select in player controller as this transfer in-between levels.

Go to Settings → World Settings → GameMode → DefaultPawnClass is probably set to ThirdPersonCharacter which makes the engine create automatically this pawn and possess it at the PlayerStart location.

I tried this on already, my game mode is set to character which works as I can manually change the character in blueprint

Would you be able to post a picture of your blueprints and how you do this?

I’m working nights so won’t be able to until tomorrow. Take a look at the multiplayer shootout example, in the player controller I think it is, move your blueprint logic to the respawn event to choose who to respawn as, In between event post log in and the respawn event being called launch your widget and when a character has been chosen run respawn event with the chosen character. I mainly used this method when a player joins they select ehat team they want to join and that updated where the spawned, what character BP, weapon etc… Don’t have this project anymore but fairly straight forward to set it up again, if you’ve not figured it out I’ll whip something up… Are you spawning the same character BP or does each selection have a different blueprint?

Each is an different blueprint but basically a copy of the original with a different name and colour, i’ll look into the example and no rush if you get time post it . Thanks bud

Did you figure it pal? Sorry been busy with work if you’ve not I’ll chuck something together

Okay I’ve chucked this together, it’s nothing special but should give you an idea how I implemented mine, not saying it it the right way but it works for me :slight_smile:

Using the multiplayer shootout blueprints as a template (Game mode, player controller etc so a lot is already there like the respawn event and event post login)

Here from the event post login I run the function character select in player controller. I do it here because this event is triggered when the user joins the game.

This creates the widget it is basic I just added a black background and two buttons (Character one and Character two)

When a button is chosen it sets a variable in player controller to the chosen integer

When the variable changes I set up a rep notify that removes the widget and goes back to the Game mode to continue the original Event Post Log in

The Event post log in then calls a function named client post log in which sets up the UI and calls respawn function

This shows apart of the respawn function, as you can see it gets the variable set by the chosen character and spawns a different character

In world settings I have Default pawn set to none everything else set up to your classes (I.e default controller = MyPlayerController, Game mode = MyGameMode)

This Shows it in-game

This is the basic widget

Character one - archer

Character two - warrior

Thanks bud ill give this a try soon