I’m learning and trying to make my character respawn at a fixed location when I press a certain button (later, a specific scenario or situation will trigger the respawn), but currently I only know how to create and assign variables dynamically, not how to trigger it. Could anyone guide me on the basic steps for respawning at a desired location (for example, completing a game level or returning to a previous location when a button is pressed)? I would be very grateful.
So… Respwning.
You can go in one of two ways:
-
Not changing the pawn:
- Move/teleport the pawn to the desired position;
- Reset all relevant values - health, mana, level, etc.
-
Changing the pawn:
- Create a new pawn at the desired position;
- Possess the new pawn with the player;
- Destroy the original pawn;
i just a newbie in UE. Do u have any video tutorial or just sth like that please ? thank you so much
Hello again @Ngokhaineee ,
I’m sharing some simple setups to respawn the player in different cases.
All this logic should be placed inside the Game Mode, which you can find in the Content Drawer → Blueprints.
For these examples, I used the following variables(I’m clarifying this in case you can’t find them in the examples)
- The first case is the normal player respawn, using a basic respawn logic.
The RespawnPlayer event (Custom Event) is executed.
From there, the current character is obtained using Get Player Character, and then a Cast to Bp_FirstPersonCharacter is performed to make sure you’re working with your specific character.
Once you have the correct reference, Destroy Actor is used to remove the current player.
After that, a new character is spawned with Spawn Actor, using the Player Class variable (which defines which character to create) and a spawn Transform (the Spawn variable).
Finally, Possess is used with the Player Controller so the player takes control of the newly created character.
So the flow would be: destroy the current player → create a new one → and assign it to the controller so the player can continue playing normally.
2. The second case is to handle respawn through a UI, for example from a button.
First, you need to create a Widget Blueprint, add it to the viewport, set the input mode to UI Only, and show the mouse cursor.
Then, inside the widget, you add a button and use its On Clicked event. What this does is call the respawn, switch the input mode back to Game Only so you regain control of the player, and then remove the widget.
- The third case is an example of a checkpoint system, where the player respawns at the last checkpoint they activated.
This is a bit more complex, but what it does is spawn the player at the last Box Collision (checkpoint) they touched, and it ignores the previous one that was used.
- The fourth case is a death zone, for example when the player touches a Box Collision and dies automatically.
In this case, you only need a Box Collision and use its On Component Begin Overlap event.
These last two examples also show how to call these events from another Blueprint, using Get Game Mode and then casting to Bp_FirstPersonGameMode.
And the last case is a player teleport, where you can also, if you want, reset their health (a variable) to whatever value you define at that moment.
After that, to execute any of these systems, you can call them using a key (it can also be an Enhanced Input Action or any other event you need). And you can test them directly from the Character; in my case, I’m using Bp_FirstPersonCharacter.
Hope it helps!!
Thanks for the detailed info, I appreciate it











