In my game the character’s death is triggered by entering the KillZVolume
Playing single player works fine, the character respawns as expected upon death
When playing multiplayer, if the second player dies it makes the first player respawn instead
I believe it has something to do with the way I’m passing information through the level blueprint. At the moment it casts to my MPGameMode blueprint - when player 1 dies this appears to work, but when player 2 dies, the cast fails.
I think it’s because PlayerController at zero index on server-side is server player. So try take instead ‘other actor’ pin from OnActorBeginOverlap event node.
Thanks,
I think you’re onto something, I tried changing the numbers to ‘1’ - this made only the second character respawn.
I couldn’t work out a way to link together the playercontroller value with the ‘other actor’ pin. I guess what I really need is a way to get the ID of the player who fell in the killzone and pass that to the playercontroller field… Any ideas on that?