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ATDRL_PlayersSpawn

Klian edited this page Jul 21, 2023 · 6 revisions

Parent: AActor


This is the main class handling players spawn and respawn.

[Note] Since the end goal is a Rogue Lite template, when you die you’ll drop all your weapons/items and you’ll restart with a fresh new character.

Variables

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  • Player Start Tag: used to determine which respawn to use on spawn and respawn.

Level Start Spawn

  • Spawns Number: Number of APlayerStat actors to place for this spawn
  • Initial Grid Size: Distance between each APlayerStart actor and the others

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Activation Area

This is a collision component used for triggering the progressive respawn system.

When a character possessed by a ATDRL_PlayerController overlaps this area, the Players Spawn Area Overlapping Blueprint Native Event is fired.

The latest overlapped spawn tag is store as PlayerController's "Last Valid Start Tag" parameter.