sorry in advance, this may be a long one…
I’m prototyping a game project in which I need the player able to respawn the location of which is set to an in game object.
it breaks down like this…
player dies → a UI widget appears, and on button press, the player respawns at a point provided by the location of a marker.
as said player passes through checkpoints, said marker moves, because I have bad luck with spawning things.
however… when i moved my marker, the respawn broke entirely, now respawing the player at what I presume to be 0,0,0 (or under my map)
from what I can tell, the problem is the location of the marker not being passed to the game mode for spawning locations.
anyone got any advice?
Auran131
(Auran13)
July 16, 2026, 4:47am
2
where is it providing it? say for example on player overlap?
Are you moving a player start actor around the level whenever a player touches a checkpoiint, or just selecting a new one?
so the location provided is just pulled from the tiny little spawnpoint marker on game start, and check the location any time the respawn is called.
also, randomly when I started it up today, the respawn function seems to work, but I’ve not messed with the checkpoint code yet. all I can remember doing before closing out last night was me removing a couple cast statements that I thought I needed
Auran131
(Auran13)
July 17, 2026, 5:43am
5
so the likely options are
The spawnpoint doesnt exist (not spawned yet, destroyed, not relevant)
The variable is null (forgot to set, invalid cast etc)
Hello @nezumikenshin ,
I’ll leave you this post where I explain several ways to implement a respawn system.
2. The second case is to handle respawn through a UI, for example from a button.
First, you need to create a Widget Blueprint, add it to the viewport, set the input mode to UI Only , and show the mouse cursor.
Then, inside the widget, you add a button and use its On Clicked event. What this does is call the respawn, switch the input mode back to Game Only so you regain control of the player, and then remove the widget.
The third case is an example of a checkpoint system, where the player respawns at the last checkpoint they activated.
Hope it helps!
thank you, I checked my blueprints against yours, found a Cast node I didn’t need that I think was gumming up the works. I removed it, and now the spawnpoint works like I was planning.
thank you so much for the guidance.