I am currently working on a large architectural scene with many houses. I have setup 3 player start locations. I have another level (My default starting level) Which consists of my Start menu and sub menus. One of the menus has three named buttons. I would like these buttons to take the player to the corresponding start location on the other level.
I cannot work out how to set this up. Any help would be greatly appreciated.
The easiest way to do this that I know of is to use the “tag” field on the player start, which you fill in manually in the level. In blueprints then you can then get-all-actors (to get all the player-starts) and cycle through the list using the “has-tag?” node (I can’t remember actual name of the node) and check to see if it matches the specific string you’re looking for. It’s not super elegant, but it is a simple solution.
Hi blankslatejoe, I am new to blueprints and so I am having trouble following your suggestion. Do you know of an example that uses this setup? or a screenshot showing the blueprint setup?
This is pretty quick, but hopefully it’ll help. (see attached).
Note: this is probably not the most “proper” way to do this, since it means you have to manually manage the relationship between the placed actor and the blueprints (like, if you change the name you’re using or something)…A more proper way would be to subclass the playerstart and give it an ID number for the designers to set on a placed player start, and then you poll for that ID number rather than a tag.
However, tags are used on every actor in the game, and this method is for sure the simplest for doing things like this. You can also apply tags on spawn too, if you need to find something specific that’s dynamic.
I dont even bother with playerstarts. Its easier just to make transform variables and name them for example spawn point 1, spawn point 2 etc . Then I set the transforms to where I would like the player to spawn .Then when you spawn anything you can just hook youre transform variables straight into the spawn node directly. Also if you want to you can easily add all the spawn variables to an array and spawn at any of them randomly.
Another easy trick I use is you can have one spawn point and actually have different spawn locations from it. What I do is use the make transform node and in its values I set a random range from float value going into it but only on one value so lets say the y. This means every time it will spawn the player at the same x, z coordinates but each time the y will shift slightly so effectivly you can use one spawn point for many spawns. Im not at my computer but I can post examples up later .
I am having the exact same issue of David Mullins](https://forums.unrealengine.com/member/132843-david-mullins). I tried constructing the blueprint as per blankslatejoe](1st person blueprint / trigger volume collision - Blueprint Visual Scripting - Unreal Engine Forums)’ s post, however I cannot find the latest node -> DoMoreThingies. Starting from the point that I am not sure of the type of variable we need to add, I tested it with a generic player start and I called it “spawnplayeratlocation”. Is it correct to think that what you called “My Matching Player Start” is = to my “spawnplayeratlocation”? And if so where can I find the latest node?
The idea is to have a main menu that allow the player to pick a specific location by clicking on a button => blue print will trigger from the widget.