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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/:

ClassParentFile
CheckpointSaveDataSaveGamesrc/save_data.rs
SpawnPointActorsrc/spawn_point.rs
CheckpointSubsystemRustealWorldSubsystemsrc/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.