> For the complete documentation index, see [llms.txt](https://docs.otherside.xyz/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.otherside.xyz/odk-docs/odk-plugin/respawn-and-teleportation.md).

# Respawn and Teleportation

The and BPMC\_ODK\_TeleportComponent can respectivly be used to respawn or teleport the parent morpheus actor.

To respawn, call "Respawn" on  the BPMC\_ODK\_RespawnComponent. You must specify:\
\- TargetExecutor - An executor object that will be used by the respawn component to work out the location and rotation to respawn the owning morpheus actor to.\
\- TeleportType - This defines what effects will play before and after the player respawns.\
\- NoCheck - Whether we should check for collisions or not at that respawn location.\
\- RotateController - Whether to also rotate the player controller as well as the morpheus actor to the respawn rotation.

<figure><img src="/files/jr3EmlbAtcrf44IMWCnt" alt=""><figcaption></figcaption></figure>

To teleport, call either "Teleport", "TeleportToWorldTarget", "TeleportToActorTarget". We will examine the "Teleport" function. You must specify:

\- TeleportType - This defines what effects will play before and after the player teleports.\
\- TeleportTarget - An executor object that will be used by the teleport component to work out the location and rotation to teleport the owning morpheus actor to.\
\- NoCheck - Whether we should check for collisions or not at that respawn location.\
\- RotateController - Whether to also rotate the player controller as well as the morpheus actor to the respawn rotation.\
\- OnTeleport - A delegate that will be fired when the play

<figure><img src="/files/cz89irKABnj8cmPwsLzj" alt=""><figcaption></figcaption></figure>


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