How to respawn multiple actors?

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 linked aBoxes 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?

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