removing checkpoint

Hello, Im fairly new to unreal so this seemingly simple task has proved quite bothersome for me. Basically I have a map where I am flying around through rings. I have a system in which I fly through rings (checkpoints).

I have a trigger just before the first checkpoint that resets the timer. This is for if a player wants to start the race over, so the timer resets and the first checkpoint appears again so the player can fly through the race from the beginning. What I need it to also do is remove the last checkpoint that the player had not gone through.

I have all the checkpoints in an array which is how they are called, and its able to remove the last checkpoint that the player cleared and spawn the next one, but if a player restarts the race, the last checkpoint that was left uncleared does not get removed.


Any help would be very appreciated

Really cannot see what’s going on here :slight_smile:

I’m assuming you’ve done this in the level blueprint? And that’s what’s giving you a hard time, I think.

It would be much easier if you made the code for one checkpoint, and then just dropped them in the scene.

i used this tutorial for reference

All the checkpoint tracking is done in a blueprint called tracker which is shown in the first image. I figured I would need to do something within this blueprint since it is where the array calling functions are located.

My thought was if i could get the array value that corresponds with the unpassed checkpoint, i could call for it to be hidden in game once the initial checkpoint is overlapped by the player. I just cant get it to work.

I got it to work. I added a second for each loop. Now whenever i start the race from the beginning it removes the last checkpoint.

As always, there is definitely a better way to do this but I am just glad I got it working proplerly.

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