Can I set Kill Z damage value to 0 for vertically scrolling games?

Hi,

I’m working on a game which is a constant vertically scrolling game where player starts at top of screen and plays downwards avoiding obstacles etc. on way.

problem i’m having is disabling Kill Z. I know general solution is just to set value so that players will never come in contact with it. issue here is that if player is very good at game they could eventually reach volume and die which breaks never ending concept of game.

Thanks in advance,

Stu

Hi, I first though that setting “Kill ZDamage Type” in World Settings of your level to “None” would do it, but no. As far as I know setting that KillZ doesn’t affect a Pawn / Character can only be done in C++, but wait for a staff response; if it’s code-only then I would request Epic exposing a “Use KillZ” bool for Project Settings and levels’ World Settings.

Hey StuButler (and Espin),

Kill Z default value in World Settings is actually limit of world size in Unreal Engine; 262143.0 is limit in x, y, and z from origin that an Actor can exist. You can certainly make that smaller, but making value lower than -262143.0 is not going to have any effect.

262143.0 is a LOT of room, but if you’re going to create any kind of “endless” game, like a runner or similar game type, you’ll probably want to start looking into moving your level instead of your character. If you keep character in center of screen and move level around it based on player input, you can spawn in sections of levels or procedurally generate them (see this forum post on some really interesting procedural level creation talk: Map Generator- Please Critique! - Blueprint - Epic Developer Community Forums) around your character to simulate movement.

Hope that helps!

Thanks for response, . That’s a possible solution, but I’d consider also offering a bool in Project Settings and levels’ World Settings to set if it was wanted to have a working KillZ or not; I imagine, though, that this may be difficult to do (I suppose that if a character eventually went below that limit KillZ a crash or something undesired would occur).

Hey ,

problem isn’t Kill Z Settings but a limit of engine to create a world larger than 524286^3. Kill Z destroys Actors that cross that threshold so that project does not crash.

I see, so then stage movement solution would be one. I guess people working in games with giant worlds heavily rely on level streaming to avoid problems like this and mantain a competitive performance.