Respawn Component
Last updated
Last updated
A component to destroy and spawn an actor on a given condition.
Settings
Description
Mesh Comp Tag
IGNORE for this component
Type
Type of respawn check to use
Active
Whether the component is active or not
Start Invisible
‘true’ if actor should be invisible at begin play, ‘false’ if not
Spawn Mesh Tag
OPTIONAL - Add a tag to the Spawn Mesh you want and copy it here. This will be used for respawn animations.
Spawn Z
Spawn Mesh travel amount
Supress Warnings
‘true’ if actor should not send warnings or errors to output log,
‘false’ if otherwise
WorldZ
Description
Destroy Height
Z value to start respawn countdown
Insta Kill Height
Z value to respawn actor immediately
Collision
Description
Collision Classes
Any actor you want to use as collision
Event Tick will be enabled if Active is ‘true’ and disabled if its ‘false’. It will constantly check the actor velocity and its World Z is against Destroy Height and Insta Kill Height.
If actor World Z is less than Insta Kill Height, the actor will be destroyed (Fake Destroy) immediately.
If actor World Z is less than Destroy Height but greater than Insta Kill Height, logic will wait until it settles down (velocity=0) then the actor will be destroyed (Fake Destroy).
If Spawn Mesh Tag is filled, the mesh has to have MF_Efect in Emmisive Color of all of its material for Spawn Effect and Destroy Effect to work as intended. Since it’s optional, it won’t give any warning if it’s not implemented.
Spawn Mesh is an outline of the object mesh on Z axis. You should use MI_Spawn or a child of it as material for effects. Since it’s optional, it won’t give any warning if it’s not implemented.
If Start Invisible is true, the object will start hidden and will not be interactable. To make the object visible and interactable, Spawn Actor has to be called. Kill can be used to make it disappear.
Use this to activate or deactivate on runtime.
Basic dispatchers to keep updated.