Hello everyone, I need help with the respawn system of my project.
I left the basic spawn, that is to say that the spawn at the basic player start point in the worlds settings suited me so I did not code the spawn part. On the other hand, in my project (multiplayer) I would like when a player is killed that he is reincarnated as a “monster” (afterwards he remains so until the end of the game, the monsters cannot die)
So as soon as a player dies on the get destroyed event he asks for respawn (screen) everything works fine the player dies the Bp monster spawn but impossible to control him he doesn’t have a Playercontroller how to remedy this? knowing that I have already tested several things and suddenly when the client dies it is the server which spawns in the bp monster that the client must have had in short I am lost I am missing something. (I’m a complete beginner)
Event Destroyed → RPC Controller [run on server]
Controller [server-side] → Call Event in GM to spawn monster and possess.
Your not unpossessing the old character in GM before possessing the new.
Death should happen on server also. Then everything executing down the chain is on server as well.
Logic Flow… All Server-side
- Death
- Unpossess Character
- Safe to destroy old Pawn
- Request new Pawn
- Spawn new Pawn
- Possess new Pawn
everything happens on the server side unless I’m wrong, if I follow what you tell me the player dies
he asks for a new pawn Player controller call game mod
and the game mod spawns the bp and possesses it
except that now the spawn actor does nothing spawn and I don’t own anything either, I have all my events on run on server so everything is on the server side
Highlighted part needs to be in the Game Mode.
Also, you cannot Destroy the actor, then unpossess it.
GM → Unpossess → Destroy old Pawn → Spawn new Pawn → Possess
Here’s a simple one I use.
thank you very much, thanks to the screen I understand better, it works well and everything becomes clearer. thank you again.
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