Unless I do not understand the function fully, I do not think that I could use LifeSpan as it seems
to be a fixed time node? The spaceship in the game will get destroyed when the player makes a
mistake.
Would you mind expounding on your second point as I have no idea how to do that.
An Actor can start with having an infinite LifeSpan (set to 0) and then during Run-Time be set to a LifeSpan other than 0 giving it a finite LifeSpan.
“Event Destroyed” is the event that is called when the Actor is destroyed just like “Begin Play” is the Event that is called when the Actor is spawned.
Somewhere in your game you probably have a count of how many space ships you have left. This could be a good place to spawn a new space ship after “Event Destroyed” was called on the old one.
If you are familiar with Event Dispatchers the space ship spawning Blueprint should bind itself to Event Destroyed when spawning a new space ship so it knows when it was destroyed and can prepare to spawn the next one.
This way the space ships themselves don’t have to spawn the next one but it is instead handled in a persistent Blueprint.
Being extremely new to this it has taken me the whole night to attempt what you suggested. :o
It is working great and I am getting the nice 2 second delay before the respawn, I however
could only get it working on EventTick, when I used EventDestroyed it would only respawn
once.
Thanks very much for the help. Hopefully I have executed what you suggested.