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AGameModeBase::RestartPlayerAtTransform

function Engine Blueprint Since 4.14
#include "GameFramework/GameModeBase.h"
Access: public Specifiers: virtualUFUNCTIONBlueprintCallable

Description

Spawns or respawns a player's pawn at a specific world transform instead of at a player start actor. Use this for checkpoint respawns, team spawners, or scripted spawn locations.

Caveats & Gotchas

  • This bypasses normal player start selection and collision-avoidance logic entirely. If you need spawn overlap handling, implement it yourself before calling this function.
  • Calling this on a controller that already has a live pawn destroys the old pawn first without firing any death or cleanup events. Handle death notifications before respawning if your game tracks them.

Signature

UFUNCTION(BlueprintCallable, Category=Game)
ENGINE_API virtual void RestartPlayerAtTransform(AController* NewPlayer, const FTransform& SpawnTransform);

Parameters

Name Type Description Default
NewPlayer AController* The controller to restart or respawn.
SpawnTransform const FTransform& The world transform at which to spawn the player's pawn.

Return Type

void

Example

Respawn a player at a saved checkpoint location C++
void AMyGameMode::RespawnAtCheckpoint(AController* Player, const FTransform& CheckpointTransform)
{
	if (Player && HasAuthority())
	{
		RestartPlayerAtTransform(Player, CheckpointTransform);
	}
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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