.Respawn() on the agent erroneously triggers SpawnedEvent on player_spawner_device

When using .Respawn() on an agent object they will spawn appropriately at the destination specified but will also trigger SpawnedEvent on a player_spawner_device anywhere in the level.

Expected result:

.Respawn() takes the player to the destination specified without triggering additional events

Hey @DonnySC how are you?

If you could share your code I’d be able to provide a more specific answer, but the first thing I’d do to solve this issue is to create a logic variable called “IsManuallySpawned” and set it “false” as default. Then, I’d check if that variable is false before executing any logic inside the “SpawnedEvent”, and if it’s true, do nothing.

That variable should be set to “true” just before using “.Respawn()” function. This way, the “SpawnedEvent” will trigger but won’t do anything! After that, you can set the variable back to “false”.

Hope it makes sense to you! If not, please share your code here and I can try to exp`lain it better based on the complete info!