I have a problem with my player start in the “RealisticRendering” level.
After I have made some alterations in the level (only added some static mesh actors) the player start is not working like it should. When I hit play the camera sits under the sofa and I cannot move the player or do anyting.
And I have checked all the following:
Play Mode and Play Settings: Spawn Player at default player start and modes is on simulate (I have tried standalone game as well)
I have tried these steps: 1)make a new game mode blueprint 2)open it and set default pawn to your player blueprint 3)compile and save it 4)click edit->project settings 5)and click on maps & modes 6)and set your new game mode blueprint as your default game mode
PlayerStart is not overlapping with geometry
The GameMode has the right classes set ( I believe, as I followed some tutorials and the previous step 2)
World settings game mode override and default pawn class are checked as well.
I have watched many youtube videos and checked every Q&A on here and the internet and I can’t seem to find the answer.
I fear it’s probably something very obvious… but I’m at my wits end.
In a different level when I hit start the player keeps spawning in the air on a location far from where my playerstart is. Even when I have checked all the steps above.
Update: the issue was the playerstart was positioned at the front door of the house. I reposissioned the playerstart to the front lawn. The playerstart finally works which baffled me. Because I still could not understand why the tiny shift in the position would be so important. But that is because, now when I want to walk to the front door, the player gets blocked by an invisible shape. Which blocks a large portion of the level/landscape as well when I am in game mode apparently. Is there a way I could track down the invisible shape that blocks me?
Lardo, great example, thank you so much! It turned out to be a bit simpler for me. I activated show collision and the big problem was a pair of spectacles with the strangest simple collision ever. After I turned off the collision from that static mesh it solved the problem for me