# Respawn in multiplayer

**URL:** <https://forums.unrealengine.com/t/respawn-in-multiplayer/296559>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [October 18, 2014, 5:55pm UTC](https://forums.unrealengine.com/t/respawn-in-multiplayer/296559 "2014-10-18T17:55:32Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![Scienziatogm](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/scienziatogm/32/906600_2.png) [@Scienziatogm](https://forums.unrealengine.com/u/Scienziatogm)\
**Post date:** [October 18, 2014, 5:55pm UTC](https://forums.unrealengine.com/t/respawn-in-multiplayer/296559/1 "2014-10-18T17:55:32Z")

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Hi, how can I make a respawn system in blueprints?  
I did a Death event from the Event Any Damage, but I can’t get the Player Controller of the damaged actor.  
Is there a way to do it?  
Thanks in advance.

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**Author:** ![eXi](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/exi/32/906583_2.png) [@eXi](https://forums.unrealengine.com/u/eXi)\
**Post date:** [October 19, 2014, 5:33pm UTC](https://forums.unrealengine.com/t/respawn-in-multiplayer/296559/2 "2014-10-19T17:33:43Z")

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Have you tried this?:

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>
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**Author:** ![Scienziatogm](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/scienziatogm/32/906600_2.png) [@Scienziatogm](https://forums.unrealengine.com/u/Scienziatogm)\
**Post date:** [October 19, 2014, 6:42pm UTC](https://forums.unrealengine.com/t/respawn-in-multiplayer/296559/3 "2014-10-19T18:42:13Z")

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Yes, but I need the controller of the killed pawn. How can I get it?

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**Author:** ![eXi](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/exi/32/906583_2.png) [@eXi](https://forums.unrealengine.com/u/eXi)\
**Post date:** [October 19, 2014, 7:00pm UTC](https://forums.unrealengine.com/t/respawn-in-multiplayer/296559/4 "2014-10-19T19:00:06Z")

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Isn’t that just “Self”? You do this in the PlayerController. They just use “Self” to reference the PlayerController.

You could create an Input for your Custom Replicated Event. Just add an Input at the bottom left option window when you have selected the red version of the RequestGMRespawn node and make a PlayerController Variable for the input.

Rightclick the blue event node and select something with “Update”, so that the blue one get the inputs updated. Than plugin “self” to the blue input and red outcome for your Respawn event.

Although i don’t think this is necessary since they don’t do it this way :X

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<div class="post-metadata">

**Author:** ![Scienziatogm](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/scienziatogm/32/906600_2.png) [@Scienziatogm](https://forums.unrealengine.com/u/Scienziatogm)\
**Post date:** [October 19, 2014, 7:04pm UTC](https://forums.unrealengine.com/t/respawn-in-multiplayer/296559/5 "2014-10-19T19:04:28Z")

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If on the Death event I use Un Possess with the Get Player Controller as target, it unpossesses the killer player, not the killed player.

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**Author:** ![eXi](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/exi/32/906583_2.png) [@eXi](https://forums.unrealengine.com/u/eXi)\
**Post date:** [October 19, 2014, 7:26pm UTC](https://forums.unrealengine.com/t/respawn-in-multiplayer/296559/6 "2014-10-19T19:26:45Z")

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But why? 😃 Normaly a player dies if he hits 0 or less with his health. That is done inside the PlayerCharacter. So you can just get HIS PlayerController and use your OnDeath event with it if the PlayerCharacter reaches 0 HP.

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<div class="post-metadata">

**Author:** ![Scienziatogm](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/scienziatogm/32/906600_2.png) [@Scienziatogm](https://forums.unrealengine.com/u/Scienziatogm)\
**Post date:** [October 19, 2014, 7:51pm UTC](https://forums.unrealengine.com/t/respawn-in-multiplayer/296559/7 "2014-10-19T19:51:24Z")

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I did this:

 ![18363-screen.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/a/5/3a5ceac23dd2d008a0c9646e31c2a8c05acb1b46.jpeg)

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<div class="post-metadata">

**Author:** ![eXi](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/exi/32/906583_2.png) [@eXi](https://forums.unrealengine.com/u/eXi)\
**Post date:** [October 19, 2014, 8:12pm UTC](https://forums.unrealengine.com/t/respawn-in-multiplayer/296559/8 "2014-10-19T20:12:24Z")

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And the death event needs your PlayerController? Make an input for it like i said 2 comments ago and pass the PlayerController to the event.

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<div class="post-metadata">

**Author:** ![Scienziatogm](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/scienziatogm/32/906600_2.png) [@Scienziatogm](https://forums.unrealengine.com/u/Scienziatogm)\
**Post date:** [October 19, 2014, 8:22pm UTC](https://forums.unrealengine.com/t/respawn-in-multiplayer/296559/9 "2014-10-19T20:22:15Z")

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But I can’t do that, because before the death, there is an animation played on the Anim Blueprint, and when the animation ends, the Animation Blueprint calls an event on MyCharacter, where the player goes on ragdoll.
