My simpler solution

I added a branch before the Place AIPawns function in the BP_Tile Event Graph to check the score, and if it’s the first tile, then don’t spawn AI.

I also manually added a back wall instead of adding another tile at the back as I preferred to have another wall and not a gate to make it clearer that it’s the beginning.

I did something similar but i separated it from the score (since that only gets updated once the player goes through the barrier for my game), and created a different variable and only now spawns AI characters if the ID of the tile is more than a given integer. I had to do this because my barrier was placed in a different position than in the lecture’s in order for the Locking/Unlocking mechanism to work


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Thank you for this discussion. I love talking about Unreal :grinning_face_with_smiling_eyes:

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