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 via a delegate.
To begin, open the BH_Gamemode
blueprint we created earlier in the chapter and navigate to the event graph. We need to graph some functionality that will get the Player Character reference, cast the Player Character to the BH_Character...