PlayerStart character starts underneath my map

Yea i was searching some more last night and Im too new to immediately know that maybe the case with save/loads. And surely enough seems to be the case with this. I appreciate your time and help ! We would have narrowed it down eventually :wink:

I have a discord if that makes any of this easier for the record.

Yeah, I definitely feel the frustration here because it was working and out of nowhere, it stopped working even after you fixed it. This was probably the most persistent bug that I ran into and I had a number of things that might’ve caused it. And honestly, I’m not sure which one of them was the culprit. But I’ll try to knock out all of the possibilities I can think of. The first one and main one is most likely that it’s saving the incorrect location. I think what happened with me was the checkpoint location was being reset and causing the player to be spawned to 0, 0, 0. If you want to check that, you can maybe put a print statement getting the player’s world location and put a breakpoint there and if it’s anywhere near 0, 0, 0, we know that’s the problem.

Yes that describes this exactly the way you do haha. Okay where do i begin with the Break point, I was almost at that part this SupportEntity ;).

To toggle the breakpoint you can hit F9 on a node or right click that node and select it from the drop down:

Forgot to mention that for you earlier!

perfect. now would i do that on my Spawn at level start or which node would i try this on?

I would try as soon as your player is spawned in. Try it off the tick event in your player character blueprint I added a screenshot of what it should look like. I just got the world location of the player character’s mesh, put that into the print statement, put a breakpoint on the print string node, and hit play. It’ll immediately stop the progression of your game. And when you try to see the print statements on the screen, they’ll disappear. So what I did, and you can see it in the screenshot, I hovered over the pink output pin which will display the world location of your mesh. If it’s 0, 0, 0, or anything close to that because the player fell a bit, we know that’s the issue. Also check if it is something that isn’t 0, 0, 0 that it matches the world location of your checkpoint.

yes the string said 0,0,0 I just didnt put break so it spammed on the screen lol but same thing. I also tried the break Callfunctionmessage same as yours but mine are all zeros :slight_smile:
Capturestrng

Ayyyy! We understand the problem! We’re a third of the way there to fixing it! Ok show me exactly where you’re setting the player’s location

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Like the blue print? Ill show you best i can. Its the flexible combat system advanced im messing with. so there is a lot split up

The blueprint. I just want to see how it’s being set

Also what I’m thinking is maybe instead of storing the checkpoint as a whole, save the world location of the checkpoint instead. So you’d just change the data type from your checkpoint to a vector. And just get the world location of the checkpoint and then set your player’s location to that saved vector. That should work a bit more consistently (assuming your code for setting your player’s location is correct)

Yea that does make better sense. let me see if i cant get the right spot to show. Am i looking for game mode player spawn or location related BP?
This is in the BP_Gamemode for he game
Capggture


Yea thats what makes it tricky is i didn’t set this up. And im not sure I’ve learned enough yet to easily answer that.

Well you’re saving the checkpoint location. Is there at any point you’re getting its location and using that to set the player location at begin play? For the condition you don’t want them to spawn at player start

Could this be it? On the left where the functions are it would be there somewhere i assume? Or maybe on the character BP its self?

Set Transform & Camera says it sets player location and camera location



Did you set Characters Location Save Game to your checkpoint’s location?

Hmmm i Wouldnt know, I didnt set or change anything in any of these blueprints. For the reason until i understand more. Which is why i was so confused what happened because everything always worked :rofl:

Ok here are some screenshots from my project which has pretty much the same system in place. The first screenshot shows me setting the player’s respawn Transform variable being set to my spawner’s (or in your case the checkpoint) arrow component’s location and rotation. (It’s extremely messy code and you can probably do it much cleaner. I used the arrow component so I knew which direction the checkpoint was facing. So now that Respawn variable is holding the location I want saved. Now in the second screenshot, I get the respawn variable from my player’s blueprint and set the saveGame’s Spawn location variable to the respawn variable from my player which we saved earlier. Then finally, in the last screenshot, I get the Transform value from the saveGame object and set all of the Transform values of my player. Sorry if it’s a little confusing with what I have here but TL;DR, Save the Transform of your checkpoint and set the player’s location to that value that you have saved. Let me know if I need to reword anything or if something still confuses you.



Yea definitely a bit confusing and thats not your explanation i just don’t know where to even start. I’m more worried of messing it up even more at this point. I may even just contact the creator of the bundle and let him fix it. i did spend money on the prebuild. So it is his bug. It just once i see how to do it or fix the issue I learn it instantly. So most other things that ive done to this build has all be through youtube or trial and error