So when you do something and you want it to save, you could have a trigger such as a Event dispatcher in which saves every time its called. As for my set up, I think the issue was that what I had posted was for teleporting between levels. I think this may be what your looking for, which is what I was working on figuring out for a few days.
Now again for what your looking for this may or may not be it, I do owe you an apology for being rude in the past. But lemme know if this is what your needing.
Make sure your saving what level your going into, and when you boot back into that level you can call your last X or Y or Z location if you have it saved which it should tele your guy back to that point if you set it to do so.
Sadly I couldn’t figure it out, and not I’m having trouble with loading levels (when ever I open a new Level my character will teleport back and forth between the new level and the previous one)
Can you elaborate, and elaborate quite a bit? I’m not sure how that could even be happening unless you’re reloading both levels constantly by having open on tick or something… I can’t imagine what you mean so just some clarification would be good!
Alrighty, so right now I have Volume where once the player character overlaps they will load the next level and then open it, appearing at the Player start once the level opens. the placement of the “Player Start” do not overlap with the Volumes. Every time I open a level it will keep repeatedly loading between the current level and the previous one.
If you’re absolutely sure that the player start is not within the overlap volumes:
I would say check your volumes to make sure they don’t react on overlap, and that it checks to make sure what is overlapping is specifically the player and nothing else. If you’re sure of that, bring us some screen snippets!
Ah, okay, you’re “loading” the level twice.
Level streaming is how open world works, or large levels. You load and unload “levels” within the map to cut down on loading screens.
Open Level is a whole map load. Maybe just remove the Level Streaming node?
Okay, so the only reason this can happen is overlapping by the player.
You’re sure that:
They are identically programmed with different level names to load,
The player doesn’t have anything on them that could reach outward to overlap such as a sphere collider for detecting anything,
The player does not spawn within the volume?
Try taking those volumes and just moving them very far out of the way so there’s no way the player could overlap them in any way, and see if it happens.
Hmm. I think the problem is not here, if you are sure of those things.
Do a search with Ctrl + Shift + F or by navigating to Tools > Find in Blueprints in the main Unreal Editor window for “Open Level”. You can use this to see if there are any EXTRA nodes you might have forgotten somewhere else!