Are there any good tutorials on making a retry button that takes you to the last saved checkpoint? I do not want my character to respawn back into place automatically, I want the player to have to press a widget button in the game over screen.
Pretty straight forward process.
- Create checkpoint actor that uses a collision component to overlap the pawn.
- Create a variable on the client Pawn or controller to store LastCheckpoint.
- On overlap store the check point either reference or a transform. Could use the Pawns transform at time of overlap.
In the controller or pawn implement an input that sets actor location and rotation to LastCheckpoint.
You’ll need to come up with your own conditions to execute the input logic.
Hey there @DayanaS22! If you’re a more visual learner, here’s a tutorial that goes over the checkpoints themselves. The widget portion is just calling the respawn from a widget, which I will include a tutorial on widgets and event binding below as well.
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Checkpoints themselves:
Series utilizing buttons:
Thanks for the help. The checkpoints work and the bind event on clicked also works. However when the player respawns back to that place none of the features I had for the game are there. The main widget disappears and the character can no longer shoot or use the abilities. I have my widgets, shooting, and abilities set on the begin play for my third-person character.
Hmm, sounds like you might be spawning the default third person character or your player character has some setup outside of the base BP. Alternatively depending how your player character is set up, it might be better to just reset the character’s variables and move them instead of destroying and respawning them.
Don’t destroy the pawn. Teleport it.
Never destroy something that can be re-used.