Creating a per-session checkpoint series
It's important to understand the difference between a "save game" and a "level checkpoint" right from the start. A save game writes information out to disk, external to UDK. This can be done with an understanding of DLLBind
for example, or by using the SAPITU
classes provided in UDK. For more information about this, take a look at the official documentation: http://udn.epicgames.com/Three/ConfigSavegameSystem.html.
In this case, the topic is on checkpoints, which enable a player to respawn on death in an updated location, according to navigation progress or other achievements. Our example is useful even though it doesn't save external data or permit closing the game and reloading its last status; it elaborates slightly on the toggling of Triggers by toggling PlayerStart actors, along with setting the appropriate properties so this will work.
Getting ready
Load up Pactk_05_CheckPoints_START.UDK, a very simple scene with a string of platforms and some...