I have a KillZ Volume placed at the bottom of a pit. If the player overlaps the Volume, they should die and then a Game Over menu should appear where they can choose to restart the level or quit the game. In the Character Blueprint, I connected an Event Destroyed Node to the Node that displays the Game Over Menu Widget.
I have two problems. One is that I can’t navigate my game over menu and press any of its buttons. The second is that the Player Controller is still trying to do its thing after the Character is destroyed and is throwing errors. So what is proper way to setup character death with a game over menu?
I would move this behavior over to the Player Controller as, you have found, the PC doesn’t get destroyed.
After any Actor is destroyed, the Actor sends out a message to anything listening to its destruction event.
Something like this would work (Inside the Player Controller): http://puu.sh/uEVD9/cf6f583730.png
*Edit: Updated picture
I’d like to add to that, I’m guessing you’re probably getting null reference errors or pending kill errors because you destroyed your player and now the controls are sending input to what is now a null/dead/nonexistent object.
These two variations basically do the same thing, and are a method I use quite frequently to make sure something isn’t destroyed before doing work on it, and if it is destroyed do something else or nothing at all.