I am going to rewrite entire checkpoint/race position system from scratch, from common collidable boxes to uncommon nodes. Before you ask “Why would you need this for that?”, I will explain this:
- It allows me to connect waypoint to multiple ones, which is useful for a track that has shortcuts.
- Race position and checkpoint are much more dynamic with it.
- As it is general, it also maintains AIs and homing-based items without having separated nodes. Thus saving more time.
In addition, Fluffmiceter explained further about this in his map making video (at 28:36).
While this gives me benefits, there is a problem that makes me keep thinking about, is that if there was a track that has fewer or no walls (shown below, from video I provided above), some players off-road through next range-limited waypoint, which could mess race position up.

I have my own method to resolve this, by checking if closest, next nodes/checkpoints are within player’s area. But I’m unsure about that so I post this thread to see if anyone can advise me to deal with this