It’s unclear how it’s all suppose to work. Perhaps explain first what the goal is. How are the checkpoints and the obstacles going to work?
First of all, in 9/10 cases it makes no sense to destroy actors:
- have them (or the checkpoint) store their original transforms on
Begin Play
- restore their transforms when resetting
Spawning is expensive, hiding / showing is virtually free by comparison. And you do not need to deal with any of the issues you’re having… Consider the following:
- the
aBoxes
actor has a bunch of static meshes that simulate physics and cars can knock them over:
- the
aCheckpoint
actor calls the linkedaBoxes
actor’s event to reset the whole thing:
The aBoxes
is picked from the level, like in your example, and assigned to the aCheckpoint
’s instanced editable variable.
- the result:
Is this any close to what you’re trying to achieve?