Checkpoints and Killzones


Learning the new lessons for adding blueprints for checkpoints and kill zones made me kind of nervous since I am still a beginner at this stuff. I was also wondering how to get to the point of learning them and eventually implementing a YOU DIED sequence, which I was able to do for this lesson.

At first, I wouldn't have even thought of including the BP_CustomThirdPersonCharacter for implementing the blueprints for checkpoints and kill zones until realizing that there has to be an interaction point with the actor class and the player. With that important thought in mind, it's got to know the usefulness of including the delay to become a single variable that can still set its duration for other copies and be the same thing for the preference. The other thing that caught me off guard was adding more delays to the event graph. I wasn't sure why it was needed until realizing it gives it that dynamic transition to YOU DIED input and resetting the player's location unto the checkpoint or the player's original location. 


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