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Respawn Player after delay [C++]

Hello, I know there are tons of threads like this, but i did everything they were writing in this threads and cant do it. So what im doing: On player death im setting timer to respawn with RestartPlayer after 10 secodns. ( deathmatch) and i cant get right player to respawn. Only server is respawning himself, so i think im getting controller in bad way. I tried it all. (Game is multiplayer)

Product Version: UE 4.20
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asked Aug 24 '18 at 05:07 PM in C++ Programming

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Znany.eX
17 1 1 2

avatar image mightyenigma Aug 25 '18 at 06:12 AM

can you show how you are triggering the respawn and which classes are involved?

avatar image Znany.eX Aug 25 '18 at 09:48 PM

@mightyenigma

void AScharacter::respawn() {

 APlayerController* PC = UGameplayStatics::GetPlayerController(this, 0);

 UE_LOG(LogTemp, Log, TEXT("resp %A"));



 GetWorld()->GetAuthGameMode()->RestartPlayer(PC);
 PC->ServerRestartPlayer();
 GetWorldTimerManager().ClearTimer(respawnhandle);

}

ive tried changing this to getworld and millions of other combinations

avatar image mightyenigma Aug 25 '18 at 09:53 PM

Hmm i only know blueprints but i winder if your default game mode has your character class as its default pawn? if not then i think restartplayer might put tge player into a non character pawn that is more like a spectator maybe

avatar image Znany.eX Aug 26 '18 at 04:30 PM

i Got gamemode override BP_Testgamemode and there i set default pawn. but in GamemodeBase i cant change DefaultPawn ( its gray)

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3 answers: sort voted first

On every machine including the server, player controller from index 0 is usually just the furst player to be created on that selfsame machine. Player controller at index 0 of the server will not be the same player as you find at index 0 on another client machine, and on a different additional client machine, player at index 0 will be yet another different player.

Since this function you showed runs on the server and it gets player at index 0 it will always get the server's first player and not any of the player co trollers belonging to clients who connected after the server started.

Your code is inside a CharacterPawn child class which means it inherits the vase pawn class' function to get that pawn's controller (i dont knkw what it is calld in C++). But it is a function the Pawns all have. In blueprint it is called just GetController I think. That returns the pawn's controller.

So you dont need to find it you see; the pawn already holds a reference to its own controller. so just Get that and if necessary, cazt to your controller class and then call your reset player function.

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answered Aug 27 '18 at 01:16 AM

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mightyenigma
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I will check, but its interesting because i dont think default gamemode got my pawn

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answered Aug 26 '18 at 04:12 PM

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Znany.eX
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Ok so i figured out i just need to get right player controller. can someone help me how to do it in multiplayer? iteration?

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answered Aug 26 '18 at 05:36 PM

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Znany.eX
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