Terms:
- Load in: this is what happens on level load IE looking for a spot to put the player. Looks for a player start
- Player start: Actor that represents a valid place to load in. Contains a spawn component with a
SpawnPointName - Rescue: This is what happenes when the player hits a killzone (or maybe other things). Looks for a safe node, then falls back on looking for a player start
- Safe Node: Adds itself to the top of a list on activation / overlap. Used to determine where to rescue to. Not saved!
- Spawn component: Handles the actual physical act of teleporting the player to the spot / fading in. Both safe nodes and player starts have this.
- Spawn components need a
SavePointNameto be considered for load in. Safe nodes do not set this flag. - If it has a
SpawnPointName, it listens forMaterializingPlayerfromLevel Streaming Controller, then firesActuallySpawnPlayer - Optionally has a
FlagToSetSavePointfor enabling
- Spawn components need a
- Spawn: The physical act of teleporting in. Both load in and rescue end up doing this.
- Save Point: Actual save data storing the world, level, and save point name. Set by spawn components.
Killzone calls KillPlayer on PlayerRespawnComponent attached to player character
PlayerRespawnComponent currently just fades out over 0.5 seconds. Does not lock player. May need to restrict input.
- After fade out,
TryRescuePlayer, which looks up a valid safe node / player start and tries to move them there - Fades in over 0.5 seconds after.
SavePoint_BP is deprecated and should be removed. May have some ugly stuff still linked with the intro / ship, so deal with that later.