Question about spawn points.

How do I get my spawn point to use a Spawn Capsule instead of the “GetActorTransform” it’s currently using? My goal is to use Spawn Capsules to not only spawn specific enemies but have more than one spawn of each type by modifying each spawn point in the Viewport.

I might be going about it the wrong way so any insight is appreciated!

cant you drag in the capsule get it world location as spawn transform?

It doesn’t let me, on either Spawn Transform or Get Actor Transform > Target

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Do you have any special settings on the capsule? Do they have to be a subclass of the DefaultSceneRoot?

if you use it just for location just turn off it collision. Its ok to be the subclass. unless you want to get it location relative to the parent

So i can get it through World Transform but i completely forgot how to turn collision off.

in the capsule set no collision

I got the capsule as the target but it doesn’t seem to be working. It worked once before but it was using a different type of spawn (reference opening picture). Can you help me with this matter further?

I think its the way the flow is currently. I think its because branches aren’t executing Custom Spawn Events, “SpawnQuarterEnemy” etc.

I thought if I Branched out to the specific event it would work, but somethings wrong.

i cant see the code. can you screenshot it

There’s a Self linked to Object in “Set Time by Function Name” on top left I’m messing with, not sure If it makes a difference.

I think it lost the references for those timer. just directly set the function

Connecting the Branch (True) straight to the Spawn Actor seems to be working now and they seem to be linked to the capsules now, thank you. I need to go over and add more logic for spawns not to play at the beginning of the run cycle.

I think the “Set Timer by Event” that you told me to delete might have something to do with it.

Regardless, thank you.

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