checkpoints
Spawn points that save the player’s progress: walking past a BP_SpawnPoint writes it to a save (CheckpointSaveData), and a world subsystem, CheckpointSubsystem, brings the player back to the last one when the level starts, or when RespawnPlayer is called.
rusteal new MyGame --template third-person --feature checkpoints
rusteal plugin new Checkpoints --template checkpoints # in an existing project
It becomes the Checkpoints plugin, in Plugins/Checkpoints/. It needs no engine content of its own.
Trying it
Place BP_SpawnPoint actors (Plugins > Checkpoints Content) along the level, press Play, walk past one, stop and play again: you start there.
Screenshot: the checkpoints feature in play. (images/features/checkpoints.png)
Its classes
The Rust classes are in Plugins/Checkpoints/Rust/checkpoints/src/:
| Class | Parent | File |
|---|---|---|
CheckpointSaveData | SaveGame | src/save_data.rs |
SpawnPoint | Actor | src/spawn_point.rs |
CheckpointSubsystem | RustealWorldSubsystem | src/subsystem.rs |
Its Blueprint, BP_SpawnPoint, a child of those classes holding the meshes and materials, is in the plugin’s content: in the Content Browser, click Settings and check Show Plugin Content, then open Plugins > Checkpoints Content.
Recipes that use it: Saving the game.