Respawning the player
One of the key elements of BarrelHopper
is punishing the player for unsuccessfully jumping over a barrel. What we need to do is reset the player to the default starting position every time it is hit a by a barrel. The goal is for the player to reach the top of the level in the shortest amount of time possible. In this chapter, we are going to create a rudimentary respawn system that utilizes Event Delegate. What we want to do is have our game mode respawn our player after a certain amount of time when the OnDestroyed
event is fired from within our BH_Character
. We are going to have to detect collisions with our barrels, destroy our actor, and then ensure that the desired respawning functionality takes place. We will do this ...
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