void ASGameMode::RestartPlayer(class AController* NewPlayer) { /* Fallback to PlayerStart picking if team spawning is disabled or we're trying to spawn a bot. */ if (!bSpawnAtTeamPlayer || (NewPlayer->PlayerState && NewPlayer->PlayerState->bIsABot)) { Super::RestartPlayer(NewPlayer); return; } /* Look for a live player to spawn next to */ FVector SpawnOrigin = FVector::ZeroVector; FRotator StartRotation = FRotator::ZeroRotator; for (FConstPawnIterator It = GetWorld()->GetPawnIterator(); It; It++) { ASCharacter* MyCharacter = Cast<ASCharacter>(*It); if (MyCharacter && MyCharacter->IsAlive()) { /* Get the origin of the first player we can find */ SpawnOrigin = MyCharacter->GetActorLocation(); StartRotation = MyCharacter->GetActorRotation(); break; } } /* No player is alive (yet) - spawn using one of the PlayerStarts */ if (SpawnOrigin == FVector::ZeroVector) { Super::RestartPlayer(NewPlayer); return; } /* Get a point on the nav mesh near the other player */ FVector StartLocation = UNavigationSystem::GetRandomPointInRadius(NewPlayer, SpawnOrigin, 250.0f); // Try to create a pawn to use of the default class for this player if (NewPlayer->GetPawn() == nullptr && GetDefaultPawnClassForController(NewPlayer) != nullptr) { FActorSpawnParameters SpawnInfo; SpawnInfo.Instigator = Instigator; APawn* ResultPawn = GetWorld()->SpawnActor<APawn>(GetDefaultPawnClassForController(NewPlayer), StartLocation, StartRotation, SpawnInfo); if (ResultPawn == nullptr) { UE_LOG(LogGameMode, Warning, TEXT("Couldn't spawn Pawn of type %s at %s"), *GetNameSafe(DefaultPawnClass), &StartLocation); } NewPlayer->SetPawn(ResultPawn); } if (NewPlayer->GetPawn() == nullptr) { NewPlayer->FailedToSpawnPawn(); } else { NewPlayer->Possess(NewPlayer->GetPawn()); // If the Pawn is destroyed as part of possession we have to abort if (NewPlayer->GetPawn() == nullptr) { NewPlayer->FailedToSpawnPawn(); } else { // Set initial control rotation to player start's rotation NewPlayer->ClientSetRotation(NewPlayer->GetPawn()->GetActorRotation(), true); FRotator NewControllerRot = StartRotation; NewControllerRot.Roll = 0.f; NewPlayer->SetControlRotation(NewControllerRot); SetPlayerDefaults(NewPlayer->GetPawn()); } } }