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How can I Create a PlayerStart from code?


I've deleted the PlayerStart in the UE Editor, and I would like to add one in the scene, from C++.

Here is what I've done actually (in a custom GameMode class) :

 PlayerStart = GetWorld()->SpawnActor<APlayerStart>();

The code is compiling, but when I'm starting the game, it's not using my PlayerStart but a "default" one (automatically created by the editor)..

So, how can I use mine ?

Thanks !

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asked May 01 '14 at 10:13 AM in C++ Programming

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2 answers: sort voted first

try more of a full spawn code like this

 FActorSpawnParameters SpawnInfo;
 SpawnInfo.bNoCollisionFail         = true;
 SpawnInfo.Owner                 = this;
 SpawnInfo.Instigator                = NULL;
 SpawnInfo.bDeferConstruction     = false;
 PlayerStart = GetWorld()->SpawnActor<APlayerStart>(APlayerStart::StaticClass(), Loc ,FRotator::ZeroRotator, SpawnInfo );
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answered May 01 '14 at 04:02 PM

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avatar image valx76 May 01 '14 at 06:07 PM

Thanks for your answer (again!) Rama ! Btw there is a problem.. The PlayerStart is at the right place if I'm looking to its properties in the editor BUT the view is not at that coordinates.. In my case, I'm generating a level through code, and after, I'm creating/adding the PlayerStart, but so, not right placed.. Do you have an idea ?

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I encountered this same issue in unreal engine 4.9, but Rama's solution didn't make any difference for me.

I used the approach described here. Specifically, overriding one of AGameMode::FindPlayerStart_Implementation or AGameMode::ChoosePlayerStart_Implementation to use your APlayerStart.

In my case, I simply overid ChoosePlayerStart_Implementation() and had it return the member variable of my AGameMode-class that points to my APlayerStart instance, which is spawned as Rama describes. Making the function more robust may be advisable, but this at least appears to work.

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answered Oct 07 '15 at 02:43 AM

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