
🎮 Drag & Drop Anywhere
Add triggers easily by dragging the blueprint into your level.

⚡️ Triggers Available:
- Functionnality
- For designers to identify the checkpoints in the map
- Use Skeletal Mesh (bool)
- Spawns a skeletal mesh for the player to kill, triggering an event upon defeat.
- Number Of Hits to Trigger (Int)
- Use Trigger Box (bool)
- Creates an overlap box to detect player interaction and trigger the event.
- Trigger Extent (vector)
- Extend of the trigger box
🔢 Progression Indexes**:**
- Step Index
- Checkpoint will activate only if the current Step index is less than or equal to this index. If set to 0, the checkpoint will always activate regardless of progression.
- Progress Index (NEW)
- A user-defined index that identifies this checkpoint’s place in the game's progression. On level load, the checkpoint with an index matching the current progression index will be used as the player’s starting point. If set to 0, this checkpoint will bypass the verification and last saved location will be used instead.
- In short, to use this feature, add a checkpoint that progresses the level. Then, in your other level, add a checkpoint with the progress index it will be at that moment. They come in pairs.
- The function that does this is in the game Instance (SetPlayerToCheckpoint).
🎯 Action to Trigger:
- Save Custom Heat Value (float)
- A custom heat can be set here, so that if the player dies, they will respawn with a set heat.
- Save Progression (bool)
- Saves the next respawn position.
- ⚠️ If the player switches levels, they will not respawn at this position.
- Progress Level (bool)
- Sends the player to the next level dynamically.