In a map I'm converting from Unreal to Monsterhunt I found an idea that was not technically realized there: every time a pawn enters a teleporter, an 'UnrealShare.PawnTeleportEffect' should be spawned at the destination teleporter. Because Effects do not trigger their events, the ThingFactory waits forever after spawning the first Effect for the message that the spawned Effect has "died" and a new one should be spawned.
The solution seems very easy: develop a "TriggeredThingFactory" that spawns the given prototype each time it is triggered. Because IMO this is a common problem I thought there must be already such an "TriggeredThingFactory", but I found only effectspawner
what is much too complex. Has anybody such in his drawer?