Not possessing my default pawn on play.
I just finished the 14th video in the 3rd person game tutorial and when I went to test out my game and hit play, I am ejected from the character controller. When I hit possess, everything starts to work normally.
I've set up a game mode referencing the tutorial blueprint class as the default pawn, and set the world settings to override game mode to the aforementioned. I left the player start actor in from the starter content, and after possessing, my character spawns there. I would expect to hit play and start with the tutorial's character at this point, but it behaves as if I don't have a game mode override selected at all.
Am I missing something or is this the expected behavior?
what I see on play: game mode: world settings:
Edit -> Editor Preferences -> Play -> Reset to Defaults
answered May 07 '16 at 10:23 AM
From the posted images, I dont see anything wrong.
Just to test something, try this:
Add BeginPlay event in your MyCharcter BP. Use GetPlayerController node to get a reference to your controller. Then call Posses node on it and pass 'Self' as the Pawn. Now hit play and see if it works.
If possible could you take a screenshot of Map&Modes settings tab from ProjectSettings window (I am using an older version of Engine 4.4 So it might be different there)
answered Mar 10 '15 at 05:09 AM
Another possible solution (and one which fixes lots of unexpected behavior):
Note, this applies only to C++ classes/base classes that don't function as expected.
Many times, problems can be solved by adding "Super::foo(param)" to the top of your Derived::foo(param) definition.
For example, I had the above problem when trying to extend GameModeBase in C++. The default pawn would never spawn. On further inspection, I found that I had failed to call "Super::PostLogin()" inside my DerivedGameMode::PostLogin() method. As soon as I added it, the problem was resolved.
This just ensures that all the good stuff that the base class does actually happens.
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