KillZ behavior change?

Hi , yes, but then that defeats the purpose of KillZ, which is to act as the final failsafe on any sort of bizarre physics glitch that might place the actor in an unexpected place. No matter how big that trigger volume, I can’t guarantee the player hits it if, for instance, a bug launches him out of the level at an insane speed.

For the time being I’ll just pass variables along via casting to the replacement actor I spawn on EventEndPlay, while it’s less elegant it provides a better guarantee that unexpected behaviors don’t ruin a playthrough should they arise.