Respawning in Multiplayer RPG
Since I don't want the camera to "spaz out" when the player dies and the actors gets destroyed, I tried keeping the actor and simply disabling movement input and activating the ragdoll on death.
Then I tried changing the position of the player in my OnRespawn() to the position where I want him to respawn, and stopped all ragdoll action.
This gives me strange results.
What would be a better way to respawn in the RPG scenario where progress is kept?
I want to achieve this, but I'm kinda out of ideas now:
Thanks for your time and help!
asked Sep 15 '15 at 06:04 PM in C++ Programming
You may want to consider moving that into the playerstate instead of the character. The character is better thought of as a wrapper for the actual pawn not the player.
The playerstate will exist regardless of what happens to the character, and it will exist across clients and on the server. The Playerstate should hold everything everybody needs to know about the player, the player controller is best thought of as the actual player, and the pawn is kind of just like a puppet whose puppeteer is the player.
answered Sep 15 '15 at 09:14 PM
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