Hi, we making a whole game with my class as project and came with 1 question while making the check point. If the characters die it goes back to the check point, no problem. However, how would you get all the enemy that are already dead and all the equipment the character had when he overlapped the checkpoint?
Hey there, I completed the tutorial and it works but it crashes my project if you load it into world-partitioned levels. I turned off Is Spacially Loaded within the BP_checkpoint and fixed the issue, assuming the save data looks for said checkpoint before it loads properly in-game. Great tutorial otherwise and I hope to see more!
Everything works as intended except the last part. In the Game Animation Sample there is no Event Begin Play. So sadly wasn't able to close game and then load back to last checkpoint.
@@MrKnowBodyUE5 I tried making my own Event Begin Play. But that didn't work. Sadly I'm very new to blueprints so I'm not sure if any other options need to be selected for Event Begin Play. I tried plugging in the code in each even such as the Even Possessed but still no dice. Def really odd as to why its not working. I'll continue to keep playing around with to see if I can get it to work. But if you find the solution let me know ha.
@@MrKnowBodyUE5 If you refer to specific actors when declaring the inputs or outputs of the functions in your interfaces, the purpose of using interfaces is completely lost because you will continue creating dependencies.
Great tutorial! Thankyou :))
awesome tutorial. thanks
Glad it was helpful!
Hi, we making a whole game with my class as project and came with 1 question while making the check point. If the characters die it goes back to the check point, no problem. However, how would you get all the enemy that are already dead and all the equipment the character had when he overlapped the checkpoint?
Can u make it so i can save the current level and current level checkpoint if i have multiple levels
how to save the state of all items and trigger boxes on the map?
Hey there, I completed the tutorial and it works but it crashes my project if you load it into world-partitioned levels.
I turned off Is Spacially Loaded within the BP_checkpoint and fixed the issue, assuming the save data looks for said checkpoint before it loads properly in-game.
Great tutorial otherwise and I hope to see more!
Everything works as intended except the last part. In the Game Animation Sample there is no Event Begin Play. So sadly wasn't able to close game and then load back to last checkpoint.
Just make the event begin play? Or use on possessed?
@@MrKnowBodyUE5 I tried making my own Event Begin Play. But that didn't work. Sadly I'm very new to blueprints so I'm not sure if any other options need to be selected for Event Begin Play. I tried plugging in the code in each even such as the Even Possessed but still no dice. Def really odd as to why its not working. I'll continue to keep playing around with to see if I can get it to work. But if you find the solution let me know ha.
interfaces with specific actor classes as input or outputs don't make sense, use generic refs instead.
Could you explain further as I’m not too sure what you mean.
@@MrKnowBodyUE5 If you refer to specific actors when declaring the inputs or outputs of the functions in your interfaces, the purpose of using interfaces is completely lost because you will continue creating dependencies.