What happens when an actor crosses Kill Z?

What actually happens when an actor crosses Kill Z?

I jump one of my two characters off the edge of the map and when they cross Kill Z they disappear and their health bar empties, but all my references to the character are not coming back as nullptr (ie. CharacterPointer == nullptr returns false). My check PlayerArray == 1 comes back as false as well, even though the other player (character) is physically not there.

Am I doing something wrong here? What is Kill Z doing in this situation and is that what it is supposed to do? Is there any way I can change the behavior of Kill Z?

Let me know if you need more information to help me answer my question.

Hi,

Every time when actor cross KillZ, It execute actor event FellOutOfWorld, and by default (Actor implementation) it destroy itself (Except Controllers, this class override actor implementation).

In your case you should override this function and implement your own behavior (for example, respawn character)

Void MyCharacter::FellOutOfWorld(const class UDamageType& dmgType)
{
	// Todo smth
}

Best regards,

Is there any possibility to overwrite FellOutOfWorld on BP level? It shows me no option to overwrite FellOutOfWorld on a pawn as example.