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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: alt text game mode: alt text world settings: alt text

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asked Mar 08 '15 at 02:03 AM in Using UE4

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zacrahm
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avatar image mindfane Mar 08 '15 at 03:13 AM

Could you post pics of your gamemode class defaults tab and Maps and Modes section of Project Settings

avatar image zacrahm Mar 09 '15 at 09:50 PM

I've edited my original response with some photos.

avatar image Pawel Witkowski Dec 01 '15 at 06:20 PM

I have the same problem. Have you resolved it?

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3 answers: sort voted first

Edit -> Editor Preferences -> Play -> Reset to Defaults

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answered May 07 '16 at 10:23 AM

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A7426764001
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avatar image LordStuff Feb 12 '17 at 02:38 PM

I know this post is old, but I just must thank you for this answer!

This really gave me headaches, because all changes I made to my default game mode didn't apply without restarting UE4. Doing as you said, everything works fine!

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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)

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answered Mar 10 '15 at 05:09 AM

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mindfane
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avatar image Alterpar Oct 23 '17 at 11:10 PM

I tried the reset to defaults thing, but it didn't work for me. Mindfane's suggestion's FINALLY solved this problem for me. I have no idea what I did to screw it up, but I'm so happy it's fixed now.

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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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answered Nov 06 '17 at 09:51 PM

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Mowglica
31 1 2 5

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