Checkpoints, Killzones, and Widgets
For the final assignment for my Coding 1 class, we learned how to make checkpoints, killzones, and widgets.
The widgets were used to make a main menu screen and a bit of text on screen that states some info about the game.
The checkpoint and killzone blueprints themselves used very simple code just calling the save and load checkpoint functions built on the third person player respectively.


The functions themselves (again, on the third person character blueprint were a bit more complex. The save checkpoint function save the players current position when they step on the checkpoint as a variable. The load checkpoint fades the screen to black, recalls this variable, sending the player to that location (not changing their current rotation currently) then fades back into the game. Finally there is one more small function which just saves a checkpoint as soon as the player loads in.
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Coding1
First Unreal Engine project
| Status | In development |
| Author | Brennan Dumler |
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