That’s what he’s doing right now, but the problem is still there when he goes to another level he won’t spawn on the map until I use to delete the game in slot node in the level blueprint.
When I said creating checkpoints should be better in this case, I meant when an AI kills the main character I want that character to respawn to the last checkpoint so someone who is playing the game doesn’t need to walk around the whole map again, I want him to continue the game from some spot, save and load player location worked until I found out that if you finish level 1 and travel to level 2, he won’t spawn on level 2. That’s, why I’m thinking maybe in this case checkpoint, should be better. And when he steps on the checkpoint on level 2 when he clicks load game he should spawn on level 2 without any problems.
Your problem is, that you’re saving the player location, but using indiscriminately on any level.
You need to do one of two things:
When you start a new level, clear the player location in the save game, don’t use it.
Keep different player locations for each level. You can do this either with an array ( level 1 in slot 1 etc ), or with a map. A map enables you to store the player location with the level name…
Checkpoints is a great idea, but you need to get the basics working first Then, checkpointing is just more of the same.
Or if you’re only moving linearly across the levels, then just use the level name, and location.
May you please show us how to clear player location in the save game ? I beg you.
I have literally same problem, i’m searching for a solution for more then 7 days.
And the second solution you provided us, where we should this create if the first solution doesn’t work and where to connect it.
I understand if you don’t have time right now, but pretty please, when you find one, show us an example.
That does not work for me, I even tried doing this.
I also create that variable with string to vector and added two levels for testing purposes in value I also added player start locations, but i do not know how to connect that variable, when i tried getting that (string to vector) variable and connecting it to set actor location, it does not allow me to connect it.
Sorry for the late answer, i had to go out to blow some steam off hahahha, we have all been there I think, I will try now the thing you just said above
I want my player to spawn on the new map when i finish the old one, but he is only spawning on the “player start” location when i don’t use save player location (when I don’t save game on the old map).
That is my problem as well. I tried delete game in slot node, but that only works partially, if an AI kills you you will start on that map from the start not from the location you saved. (Because of the delete game in slot node)
I’ve watched tutorial for like 15 times and i didn’t miss anything, he only did this on 1 map and that is working on 1 map, but when you teleport to another then the player spawns under the map. I want my character/player to spawn normally on the map like he is spawning normally when I don’t save the location of the player on map 1.
In level 1 level blueprint i did not add any codes for location, neither did he.
Check these two videos that this guy send it, that’s it, only i have different static mesh for teleport, i have doors he has this kind of a magical thing. (he send 2 videos one that is linked and another one that is not)
Now i have 2 levels, when i click new game, I start from the level 1 then at some point i decide to save player location, so i click escape and save my player location, the game continues, i come near portal that sends me to another level. When i enter in that portal level 2 opens but my character is spawning under the map instead of player start.
Now, the thing is, when I dont use save button on the first map and goes right to the portal without saving player location, i enter in the portal that opens second level and my player spawns noramly where he should.
After watching the tutorial, does it even make sense to load a saved position, that was taken from level 1, and use it in level 2? I wouldn´t be surprised, if there is something in the way (f.e. to close to the ground, raise it a little bit above the ground), that hinders the actor from spawning in (unless you have it set to spawn under any circumstances and ignore every collision, because by default it will NOT spawn, if it would collide during spawn with something).
If you start level two, then maybe you should use a specified start location for level 2 instead the saved position, or overwrite that saved position in the savegame with a valid start position in that new level 2 (one from which you know, that it works).