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Create a trigger volume for both the player and the ball at the point where they originally spawn. When the player triggers the volume, use the teleport actor node in kismet. Set the target to the pathnode by clicking the pathnode in the editor and creating a new object variable in kismet.
When the ball triggers it's volume use the destroy actor action to delete that ball. Next create a 'PlayerSpawned' event from TAGame in RL dummy classes and connect it to the 'AddGameBall' action. For 'AddGameBall' to work, you must set instigator to 'all players' by creating a player variable in kismet. Set the 'SpawnTransform' to the pathnode for your ball.
Now that you have control of both the ball and the car, you can simply use the 'Set Variable Object' action to change the pathnodes when the player hits a checkpoint trigger volume.
Currently working on a second version, I have already improved the textures & the ball spawn but still need to figure out how to add checkpoints properly. Will take my time to be sure every feedback is functionnaly integrated before uploading the v2 !
In the meantime - if you use bakkesmod, you can use the 'place ball on roof' command followed by 'bounce ball gently in front of your movement' (dpad up then down while rolling forwards slightly, in normal mode) to quickly set-up - match the balls speed on the ground, get as close to the bounce point without letting it strike the car on the bounce, then lean-back and fast aerial into the bottom of the ball slightly after it bounces - the later you wait after the bounce, it goes more higher and less further