Pending kill from function? HELP PLEASE

Greetings people.

I am trying to build a simple checkpoint system with blueprints, but I’m unable to do so and the deadline for this project is tomorrow. Please take a moment to answer this if you have an idea how to fix this.
The reason why nothing is working might be this error but it might be a general problem with how I approached it.

I have an actor which is just a box with this blueprint and the tag “Checkpoint” that just has to destroy itself when the SideScrollerCharacter with the tag “player” walks into it.

This is my SideScrollerCharacter Blueprint. When the player walks into the Checkpoint, it saves the current position.

When the player is destroyed, he is supposed to respawn at the location of the checkpoint (Which doesn’t work)

The current deathzones are different actors with simply On Overlap → Get Player Character → Destroy Actor

If anyone could help me, that’d be absolutely amazing. If the information provided is not enough I will make more screenshots. Thank you in advance, I will be monitoring this thread while continuing to try to fix it.

This is my SideScrollerCharacter
Blueprint. When the player walks into
the Checkpoint, it saves the current
position.

No, execution of begin overlap not even connected with set transform, so nothing is set/saved.

Ok, well, you have saved some checkpoint location in character, but then you destroyed that character, so any data in it was missed, and then you trying to spawn character in some location, but there is only some default location value in it.

Maybe in this case it is better to save cp location in your player controller, or in Game mode, and spawn/possess from there.

Hey! Thank you for your answer!
I’ve noticed that the connection was missing way later. I have now changed it so that it simply saves the Actor Location and teleports you to that actor location with a custom event and that works pretty well. I had some issues after destroying and respawning the actor with keyboard controls and other events that didn’t work properly but with teleporting, it makes it much easier and less buggy.
It doesn’t really bother me, but the error message still persists though, any idea how to get rid of that?

Actually, I think I’m just going to give it a particle effect instead of destroying the actor to mark it as activated, that should get rid of the error afaik. Thanks for your help though!