This is an awesome series of UEFN videos. The variety of feature demos provide an excellent way to get hands-on with features while giving enough information to encourage further exploration.
I never realized how to trigger more than 4 different options on a random number device and ive been here since 2017. You just changed my world view. Thanks!
Thank you for this! thanks to you I've managed to make my first map in eufn without prior experience in it, learnt quite a lot overall, good content mate!
Where did you learn all this? I'm new to uefn and doing stuff like this is awesome. I would love to learn more and keep upgrading my knowledge inside of uefn. Keep up the good work. The videos are great!
I learned by just getting hands on with FNC/UEFN and experimenting mostly. I've been creating in FNC for almost 5 years so all my device knowledge transfers over to UEFN pretty well, and learning new things as they we're being released over the years also helped too as it gradually compounded into an overall knowledge of really everything. Also reading Epic's official documentation also helped too, though it's not very specific and doesn't help all the time.
@@howtwoboss Guess it just takes time and messing around with the different settings and stuff. Thanks for the answer! I will try and keep going, and your videos definitely help!
@@MaosFNC It's not that there's not a lot of people in the FN creative community, look at people like Mustard Plays or smaller examples like Richy toons or Dreamscape. On Fortnite.gg you can see that right now there is about 30k creators but that's not including the other thousands if not hundred of thousands of creators who don't have a creator code, or are interested in the scene and UEFN but never found the time. THE REAL REASON, is I just haven't been creating content on youtube for that long. I only started last november, sure that's still almost a year, but in the grand scheme, I don't have as much exposure on this platform and to the good ol' yt algorithm as all of these other creators do, so realistically I'll be a lot smaller. But looking at my stats in yt studio, I'm gaining subs at compounding rates, each day it's going up and the next even more, faster than I even thought it would. So I'm not worried at all about it, things are looking great which makes me want to put at better and better content. Which is why I put so much effort into my videos for small results, as I'm just having fun, and it's going to be rewarding in the long run.
Hello Howtwoboss, I followed your tutorial, but when the player walks on the wheel, it stops spinning and keeps spinning along with the player, how do I fix this problem?
Could you do a video on how to track jumps using a Input Trigger Device then show it on screen as well? Or just using different devices such as a timer device or a tracker device to track time. This would help out a ton of people!
I have a team gamemode, where I have 5 teams (4 normal ones, and 1 default team for "Team Selection"). Thus, I cannot have end with last standing on. I did an inverse player counter (Counts all players that are not in certain team) and associated it with each team selector to end round once an specific team has won. However, it takes almost 3 seconds after getting the final elimination, before the round ends. How can I fix it? I also disallowed spectating enemy teams, tried to end the round with the team selector, and with and end device, trackers, etc. But the delay seems to be the same. Has this ever happened to you? The round only finishes once the eliminated player spectating animation ends.
"Slow Motion On End Of Round" in island settings might be the problem? Go check your island settings for that. If it's on which is the default, that might be what is causing the delay between the final elimination and the round ending. Just turn it off if so.
If you want to use verse, you could try this masteroshark tutorial, th-cam.com/video/XVjWWgBpYv0/w-d-xo.htmlfeature=shared For no verse, you could try something like this by Rebel, th-cam.com/video/4K41mq10HhU/w-d-xo.htmlfeature=shared
I just finished all the parts but I had one big question can u just copy and paste the finished obstacles and they still work or u need to do it again Thank you for all the videos really helping me out ❤
You can copy and paste the objects but they won't keep their tracks in the sequencer as they are new actors and need to be added to the sequence again with the thing they were copied from. BUT you can copy and paste the transform track only if it's relative and the right axis, so if you already made a relative transform track for one propellor, you can use it on all of them. You may need to make everything -360, -720 etc if you want to invert it but the same thing applies. You can just add as many as you like to the sequence then, select them all, and paste presuming you copied the right relative transform track and it should work. You can also use the same keys for relative from yaw to pitch or something like that as the keys don't matter, just the direction. Anything that isn't using relative transformations won't work if you want to copy it so you got to do it manually.
Yo for the multiple rounds part- what if i want the courses to be in sequence (course 1 -> course 2 -> course 3) instead of random courses each time? Any idea how to do that? Do I have to use something else instead of that random number device.
I'm not really sure as there's not really a good way to count the rounds and save what previously was already. You could try using the switch device, but you would need persistence to do so, which will break later on if someone leaves the session and comes back. So I can't really think of a way.
You'll need to make a Verse timer device as there's no view model for the timer device yet. Then using that device override the text in a tracker value and you can auto update it to the time value stored in Verse. I don't know if this will help fully but might get you started -> th-cam.com/video/IXV-fcfiimU/w-d-xo.htmlfeature=shared
I get a issue with anchor. Instead of it doing the right side. I have a huge gap in my eliminated widget for the right side. I have no idea why. I have been trying to adjust it with no luck. When I have the widget offset outside the canvas panel it works in windowed mode but full screen its not anchored but Left side widget I have works great and upscale no issues.
Hud scaling in Fortnite settings also affects where the HUD is placed. Set it to 100 percent and see if that fixes it. For a more permanent solution check this tutorial out it tells you whatever you need to know about tracker widget UI -> th-cam.com/video/4JOk0N6LOzo/w-d-xo.htmlfeature=shared , not 100 percent sure if it will help out though.
@@howtwoboss I know UI HUD I am just unsure why my hud doesn't align at all with the Canvas while the left side aligns great and the right side doesn't.
@@howtwoboss Hmm that's odd, I was testing some other maps that were more open world and I could see players at least until ~400m (Bank City). I just tried to build HLOD and Minimap Partition and it seems to have solved the problem. Which, btw, seems like a nice video to do. Apparently it is still rendering up to 150m on editor, but on private islands, I could see test to ~300m.
I have been searching for some time to get a tutorial for playing a different map each round, problem is the game has updated so many times & most tuts I found are 1-3 years old & all use creative not UEFN In comments there is usually someone saying it doesn't work / most use different methods it seems to be a mess so wondering what the best way is to achieve this for Team Games in Fortnite? Sorry to hijack I understand this is for Fall Guys, your method looks very nice indeed but I don't have the critical thinking skills to convert into teams, my knowledge of devices is poor I can build maps but struggle with the mechanics to get them playing, I do love the random generator option for playing maps, just wanting to spawn initially as a team on the map at the start and it play until the clock gets to 0 or the score is achieved then spawn at next map and repeat etc. Do you know of any tutorials for Fortnite teams for doing the above? Thanks for any tips / advice Also found this one 4 months old done in creative, looks very complicated to pull off. th-cam.com/video/sbyvHipOvyY/w-d-xo.html
The thing is in Fortnite Creative generally speaking the tutorials that were made years ago mostly would still work to this day as UEFN still uses all the devices from Legacy 1.0 Creative. The only difference is maybe a few new options in the devices, some UEFN-only devices like the NPC spawner or cinematic sequence device, etc, plus the UIs also being different from FNC to UEFN. Here's just a bunch of links for tutorials going over teams for fortnite creative. They may help, may not. th-cam.com/video/qPvfF4oWxLM/w-d-xo.htmlfeature=shared th-cam.com/video/HoRJQ84g5Hw/w-d-xo.htmlfeature=shared There's also classes that are different from teams but their whole mechanics etc are close to the same as teams. Here's one of my tutorials, th-cam.com/video/pnsDc1ziLWQ/w-d-xo.htmlfeature=shared There's also the official documentation to understand it. dev.epicgames.com/documentation/en-us/fortnite-creative/using-team-settings-and-inventory-devices-in-fortnite-creative dev.epicgames.com/documentation/en-us/fortnite-creative/using-devices-in-fortnite-creative In the end, there's usually not an exact tutorial on what you're trying to pull off so if you want to get good skills for mechanics my advice is just to learn through trial and error by getting hands-on with everything and trying your best PLUS looking at tutorials for smaller aspects that then compound into an overall understanding. Over time you will get better. For really any mechanics in fortnite creative/UEFN you just need to know how the event binding system works, most of the devices and all of their functions, and what they can and can't do, and from there you can piece stuff together to make something cool. Sure, it's not THAT easy, but don't expect to make the Mona Lisa first time around.
Hi boss, I want to make a multiplayer map. Everyone’s only weapon is a ball that can be thrown in a parabola. When the ball hits the player, it will cause a collision effect. Three balls will be refreshed on each player every 10 seconds. Is there a simpler way to implement this mechanism?
Small question tho, whenever I do moving platforms, the first ones work nice and smooth, but another later on they stutter in the gameplay while it's smooth in editor, done same way as previous ones, any idea what may cause it? tried making lots of frames, tried just 1 linear, same result
I want to make the multiple courses to be in sequence ( like course 1 then course 2 then course 3 ). But the Random Num Device ..well ..makes it random. Can you please let me know what can I do to solve this problem?
I'm not the best with material parameters in UI and setting it all up if you want the best version of a UI like that, you could try this -> th-cam.com/video/wS-WLhFJ_CM/w-d-xo.htmlfeature=shared or try to find someone who gives out free templates/already has a tutorial for a thing like that.
Hi ! I Made multi rounds in it and it works fine. And I also used the checkpoint method from your previous video. But When the player reaches a checkpoint and then gets eliminated , it doesn't respawn back to the last checkpoint, it instead respawns to that lobby area that you made . 🥲How would you fix this?
I found that from making my map for the past few days checkpoints and fall guys do not go together very well. You either spawn at the wrong checkpoint/spawner or you just spawn at 0,0,0 and fall to your death into the void. Sometimes it works, but most of the time it doesn't. The way I fixed it was to make it so the damage volume does 1 damage instead of elimination, then add a teleporter that will then teleport the player when the damage volume similar to the mutator zone (you could also just use a mutator zone, but you probably don't want to uproot everything). SO in doing this, the player will never die so the problem is gone. If you want a checkpoint, the easiest thing you could do is have 2 damage volumes/mutators, then one is under the first section connected to a teleporter at the start, then another damage volume/mutator that is under the second section, which is connected to a teleporter where the checkpoint would be.
@@howtwoboss no way I am having this same issue! I tried to follow it but couldn’t pull it off. Bit confused , could you explain it a bit more please bro (the steps )
@@howtwoboss Hi! Thank you for responding. I am not sure how to link certain things to another ...its a bit too advanced for me . Can you please explain the steps a bit more (sorry, noob here 😅)
Okay here are the steps. 1. In a damage volume's details panel, there is an option for damage type, in part 1 of my fall guys tutorial I set that to elimination. But if you have already placed a damage volume you can make the damage type option it's it's details from "elimination" to "damage" and then set the damage amount to 1. (it doesn't actually matter as beans don't take damage anyways which is what we want) 2. Then, in the content drawer and in the fortnite folder, find a teleporter device, and place that wherever you want the player to spawn. 3. In the teleporter's details with it selected, make its groups NONE, turn off all the SFX and visual effects, turn off maintain relative position, and set the player in the direction to the teleporter. If you look at the teleporter it's kind of pointing towards a certain direction so that would be the direction you'd want the player to face when they respawn. 4. Then, in the teleporter's details, scroll down to the functions panel and look for teleport. You want to click the little plus sign, then add the damage volume you made to the top, you can use the small little pen dropper to select the damage volume in the scene OR search it up and find it that way. 5. Then with that bound, you want to click right below it and select the event in the damage volume you want to look out for to trigger the function, so in this case, we want when the player enters the zone, as that's when the player will die. Now, this will teleport the player when they enter the zone. 6. Now, if you jump off the side of the map, instead of the bean respawning, they will get teleported to the teleporter instead of being respawned, which works around the whole respawning bug. If you want to use a mutator zone instead of a damage volume you can do that too, just make sure the option to enable VFX is turned off, and you're good.
This is an awesome series of UEFN videos. The variety of feature demos provide an excellent way to get hands-on with features while giving enough information to encourage further exploration.
I look forward to more of your new videos and support you very much!
I never realized how to trigger more than 4 different options on a random number device and ive been here since 2017. You just changed my world view. Thanks!
Thank you! This 3 part tutorial is great! It’s helping me tremendously while building my map.
Thank you for this! thanks to you I've managed to make my first map in eufn without prior experience in it, learnt quite a lot overall, good content mate!
Finally ! been waiting for this. You are the GOAT
Where did you learn all this? I'm new to uefn and doing stuff like this is awesome. I would love to learn more and keep upgrading my knowledge inside of uefn. Keep up the good work. The videos are great!
I learned by just getting hands on with FNC/UEFN and experimenting mostly. I've been creating in FNC for almost 5 years so all my device knowledge transfers over to UEFN pretty well, and learning new things as they we're being released over the years also helped too as it gradually compounded into an overall knowledge of really everything. Also reading Epic's official documentation also helped too, though it's not very specific and doesn't help all the time.
@@howtwoboss Guess it just takes time and messing around with the different settings and stuff. Thanks for the answer! I will try and keep going, and your videos definitely help!
i just dont get how this dude doesnt get more subs
I agree with you
Fr he puts time and work into his videos but some ppl that do the bare minimum get like 1m subs
maybe because the fortnite creators community is ralatively small at about 30k craeators
@@MaosFNC It's not that there's not a lot of people in the FN creative community, look at people like Mustard Plays or smaller examples like Richy toons or Dreamscape. On Fortnite.gg you can see that right now there is about 30k creators but that's not including the other thousands if not hundred of thousands of creators who don't have a creator code, or are interested in the scene and UEFN but never found the time.
THE REAL REASON, is I just haven't been creating content on youtube for that long. I only started last november, sure that's still almost a year, but in the grand scheme, I don't have as much exposure on this platform and to the good ol' yt algorithm as all of these other creators do, so realistically I'll be a lot smaller. But looking at my stats in yt studio, I'm gaining subs at compounding rates, each day it's going up and the next even more, faster than I even thought it would. So I'm not worried at all about it, things are looking great which makes me want to put at better and better content. Which is why I put so much effort into my videos for small results, as I'm just having fun, and it's going to be rewarding in the long run.
Hello Howtwoboss, I followed your tutorial, but when the player walks on the wheel, it stops spinning and keeps spinning along with the player, how do I fix this problem?
Could you do a video on how to track jumps using a Input Trigger Device then show it on screen as well? Or just using different devices such as a timer device or a tracker device to track time. This would help out a ton of people!
I have a team gamemode, where I have 5 teams (4 normal ones, and 1 default team for "Team Selection"). Thus, I cannot have end with last standing on. I did an inverse player counter (Counts all players that are not in certain team) and associated it with each team selector to end round once an specific team has won. However, it takes almost 3 seconds after getting the final elimination, before the round ends. How can I fix it?
I also disallowed spectating enemy teams, tried to end the round with the team selector, and with and end device, trackers, etc. But the delay seems to be the same. Has this ever happened to you? The round only finishes once the eliminated player spectating animation ends.
"Slow Motion On End Of Round" in island settings might be the problem? Go check your island settings for that. If it's on which is the default, that might be what is causing the delay between the final elimination and the round ending. Just turn it off if so.
is there a way for players to vote for the next map? with random being an option? preferably using something to stand on not HUD. ur the goat
If you want to use verse, you could try this masteroshark tutorial, th-cam.com/video/XVjWWgBpYv0/w-d-xo.htmlfeature=shared
For no verse, you could try something like this by Rebel, th-cam.com/video/4K41mq10HhU/w-d-xo.htmlfeature=shared
@@howtwoboss thankyou so much! Epic should hire you to do official tutorials and stuff. 10000000x more helpful than anyone else ive found
I just finished all the parts but I had one big question can u just copy and paste the finished obstacles and they still work or u need to do it again Thank you for all the videos really helping me out ❤
You can copy and paste the objects but they won't keep their tracks in the sequencer as they are new actors and need to be added to the sequence again with the thing they were copied from.
BUT you can copy and paste the transform track only if it's relative and the right axis, so if you already made a relative transform track for one propellor, you can use it on all of them. You may need to make everything -360, -720 etc if you want to invert it but the same thing applies. You can just add as many as you like to the sequence then, select them all, and paste presuming you copied the right relative transform track and it should work. You can also use the same keys for relative from yaw to pitch or something like that as the keys don't matter, just the direction.
Anything that isn't using relative transformations won't work if you want to copy it so you got to do it manually.
Is there anyway to add like punch/ push features to the fall guys characters ?
You could do something fancy with Verse but I don't know exactly how you would. Other than that there's not really a way until Epic adds it.
waiting for final result of map 🔥
Yo for the multiple rounds part- what if i want the courses to be in sequence (course 1 -> course 2 -> course 3) instead of random courses each time?
Any idea how to do that? Do I have to use something else instead of that random number device.
I'm not really sure as there's not really a good way to count the rounds and save what previously was already. You could try using the switch device, but you would need persistence to do so, which will break later on if someone leaves the session and comes back. So I can't really think of a way.
@@howtwoboss Alright ,No problem man, I will try to figure this out .
wow this is amazing, how can i add a timer to canvas panel?? please help
You'll need to make a Verse timer device as there's no view model for the timer device yet. Then using that device override the text in a tracker value and you can auto update it to the time value stored in Verse.
I don't know if this will help fully but might get you started -> th-cam.com/video/IXV-fcfiimU/w-d-xo.htmlfeature=shared
@@howtwoboss thank you 🙏🏽
I get a issue with anchor. Instead of it doing the right side. I have a huge gap in my eliminated widget for the right side. I have no idea why. I have been trying to adjust it with no luck. When I have the widget offset outside the canvas panel it works in windowed mode but full screen its not anchored but Left side widget I have works great and upscale no issues.
Hud scaling in Fortnite settings also affects where the HUD is placed. Set it to 100 percent and see if that fixes it. For a more permanent solution check this tutorial out it tells you whatever you need to know about tracker widget UI -> th-cam.com/video/4JOk0N6LOzo/w-d-xo.htmlfeature=shared , not 100 percent sure if it will help out though.
@@howtwoboss I know UI HUD I am just unsure why my hud doesn't align at all with the Canvas while the left side aligns great and the right side doesn't.
I am not sure if you have already covered this but: All my maps have a player Draw Distance Limit of 150m, would you know how to increase that?
Not really, it's more on Epic's side as there is no option to adjust that.
@@howtwoboss Hmm that's odd, I was testing some other maps that were more open world and I could see players at least until ~400m (Bank City). I just tried to build HLOD and Minimap Partition and it seems to have solved the problem. Which, btw, seems like a nice video to do.
Apparently it is still rendering up to 150m on editor, but on private islands, I could see test to ~300m.
Yeah, I just found out it's related to playing a Private or a Public Party game. Private game as a Player render distance of up to 150m
Okay, I didn't know that!
I have been searching for some time to get a tutorial for playing a different map each round, problem is the game has updated so many times & most tuts I found are 1-3 years old & all use creative not UEFN
In comments there is usually someone saying it doesn't work / most use different methods it seems to be a mess so wondering what the best way is to achieve this for Team Games in Fortnite?
Sorry to hijack I understand this is for Fall Guys, your method looks very nice indeed but I don't have the critical thinking skills to convert into teams, my knowledge of devices is poor I can build maps but struggle with the mechanics to get them playing, I do love the random generator option for playing maps, just wanting to spawn initially as a team on the map at the start and it play until the clock gets to 0 or the score is achieved then spawn at next map and repeat etc.
Do you know of any tutorials for Fortnite teams for doing the above?
Thanks for any tips / advice
Also found this one 4 months old done in creative, looks very complicated to pull off.
th-cam.com/video/sbyvHipOvyY/w-d-xo.html
The thing is in Fortnite Creative generally speaking the tutorials that were made years ago mostly would still work to this day as UEFN still uses all the devices from Legacy 1.0 Creative. The only difference is maybe a few new options in the devices, some UEFN-only devices like the NPC spawner or cinematic sequence device, etc, plus the UIs also being different from FNC to UEFN.
Here's just a bunch of links for tutorials going over teams for fortnite creative. They may help, may not.
th-cam.com/video/qPvfF4oWxLM/w-d-xo.htmlfeature=shared
th-cam.com/video/HoRJQ84g5Hw/w-d-xo.htmlfeature=shared
There's also classes that are different from teams but their whole mechanics etc are close to the same as teams. Here's one of my tutorials,
th-cam.com/video/pnsDc1ziLWQ/w-d-xo.htmlfeature=shared
There's also the official documentation to understand it.
dev.epicgames.com/documentation/en-us/fortnite-creative/using-team-settings-and-inventory-devices-in-fortnite-creative
dev.epicgames.com/documentation/en-us/fortnite-creative/using-devices-in-fortnite-creative
In the end, there's usually not an exact tutorial on what you're trying to pull off so if you want to get good skills for mechanics my advice is just to learn through trial and error by getting hands-on with everything and trying your best PLUS looking at tutorials for smaller aspects that then compound into an overall understanding. Over time you will get better.
For really any mechanics in fortnite creative/UEFN you just need to know how the event binding system works, most of the devices and all of their functions, and what they can and can't do, and from there you can piece stuff together to make something cool. Sure, it's not THAT easy, but don't expect to make the Mona Lisa first time around.
@@howtwoboss Thank you, I will have a look over those links, cheers for your help I really appreciate it
Hi boss, I want to make a multiplayer map. Everyone’s only weapon is a ball that can be thrown in a parabola. When the ball hits the player, it will cause a collision effect. Three balls will be refreshed on each player every 10 seconds. Is there a simpler way to implement this mechanism?
Small question tho, whenever I do moving platforms, the first ones work nice and smooth, but another later on they stutter in the gameplay while it's smooth in editor, done same way as previous ones, any idea what may cause it? tried making lots of frames, tried just 1 linear, same result
Can you show us how to make a round winner animation for a fighting game please :)
When I Have like 3 different maps but want more then 3 rounds do I have to "pick each number once" to no?
Yeah you can do that if you want, but there could be repeats of courses. But if you dont care about that there's nothing stopping you.
I want to make the multiple courses to be in sequence ( like course 1 then course 2 then course 3 ). But the Random Num Device ..well ..makes it random. Can you please let me know what can I do to solve this problem?
Is there a way to enable fall damage? I already tried. I already tried with the class selector but it doesn't seem to work
Fall guys beans don't take damage, they can only either be alive or dead. So they'll survive any fall. Best way maybe is to make a damage volume.
Woah this video is long! ❤
Yeah, combined with part 1 and part 2, it would be my new longest tutorial at 1 hour 4 minutes!
can you make video on how to create custom " drop a like to support me panel "/Favorite and Like UI(Widget) in Fortnite UEFN/creative 2.0 Map ?
I'm not the best with material parameters in UI and setting it all up if you want the best version of a UI like that, you could try this -> th-cam.com/video/wS-WLhFJ_CM/w-d-xo.htmlfeature=shared or try to find someone who gives out free templates/already has a tutorial for a thing like that.
@@howtwobossthanks
OOOOO LALA
How do I make pinball machine invisible?
It should be visible already, just don't add in the no visiblity track in the sequence.
@@howtwoboss sorry HOW DO I MAKE INVISIBILE PINBALL INVISIBILE
yes boss!
🎉🎉
making multiple courses amd rounds it does not work
the animation is bugged
yoooooo^^
Do you have a discord group? Would love to talk!
Hi ! I Made multi rounds in it and it works fine. And I also used the checkpoint method from your previous video. But When the player reaches a checkpoint and then gets eliminated , it doesn't respawn back to the last checkpoint, it instead respawns to that lobby area that you made . 🥲How would you fix this?
I found that from making my map for the past few days checkpoints and fall guys do not go together very well. You either spawn at the wrong checkpoint/spawner or you just spawn at 0,0,0 and fall to your death into the void. Sometimes it works, but most of the time it doesn't.
The way I fixed it was to make it so the damage volume does 1 damage instead of elimination, then add a teleporter that will then teleport the player when the damage volume similar to the mutator zone (you could also just use a mutator zone, but you probably don't want to uproot everything).
SO in doing this, the player will never die so the problem is gone. If you want a checkpoint, the easiest thing you could do is have 2 damage volumes/mutators, then one is under the first section connected to a teleporter at the start, then another damage volume/mutator that is under the second section, which is connected to a teleporter where the checkpoint would be.
@@howtwoboss no way I am having this same issue! I tried to follow it but couldn’t pull it off. Bit confused , could you explain it a bit more please bro (the steps )
@@howtwoboss Hi! Thank you for responding. I am not sure how to link certain things to another ...its a bit too advanced for me . Can you please explain the steps a bit more (sorry, noob here 😅)
Okay here are the steps.
1. In a damage volume's details panel, there is an option for damage type, in part 1 of my fall guys tutorial I set that to elimination. But if you have already placed a damage volume you can make the damage type option it's it's details from "elimination" to "damage" and then set the damage amount to 1. (it doesn't actually matter as beans don't take damage anyways which is what we want)
2. Then, in the content drawer and in the fortnite folder, find a teleporter device, and place that wherever you want the player to spawn.
3. In the teleporter's details with it selected, make its groups NONE, turn off all the SFX and visual effects, turn off maintain relative position, and set the player in the direction to the teleporter. If you look at the teleporter it's kind of pointing towards a certain direction so that would be the direction you'd want the player to face when they respawn.
4. Then, in the teleporter's details, scroll down to the functions panel and look for teleport. You want to click the little plus sign, then add the damage volume you made to the top, you can use the small little pen dropper to select the damage volume in the scene OR search it up and find it that way.
5. Then with that bound, you want to click right below it and select the event in the damage volume you want to look out for to trigger the function, so in this case, we want when the player enters the zone, as that's when the player will die. Now, this will teleport the player when they enter the zone.
6. Now, if you jump off the side of the map, instead of the bean respawning, they will get teleported to the teleporter instead of being respawned, which works around the whole respawning bug.
If you want to use a mutator zone instead of a damage volume you can do that too, just make sure the option to enable VFX is turned off, and you're good.
@@howtwoboss Thank you so much Sensei😭😭