Persistent Levels and Spawning at (0,0,0)
I have a Persistent Level with another Level streamed in later on.
Inside the streamed level i wanted to handle Gameplay Logic including the Character.
Now the problem is that the player's pawn spawns at (0,0,0) and is clipping (luckily?) through the floor - otherwise I wouldn't have noticed it.
Playing the Level alone works just fine.
Also, I am unable to get all PlayerStarts inside that GameplayLevel to figure out the closest one from GameMode or persistent level blueprint (or from any other Level appearently).
Basically I wanted to implement respawning at the closest player start location.
Is there a way to fix what I'm trying to do? I thought about placing the playerstarts inside the persistent level instead of a sub-level, i guess that would fix it - but is there a more appropiate way of doing this? Like spawning an actor inside a specific sub-level (once loaded) and then go on from that actor?
asked Apr 22 '17 at 08:02 AM in Blueprint Scripting
Ok! Problem was fixed. I was asking for PlayerStarts before the level was shown. Binding to "OnLevelShown" solved my issue.
answered Apr 22 '17 at 01:35 PM
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