Set PlayerControllerClass to pawn
I have blueprint which contains camera component - lets call it camObj. And I have some player - lets call it playerObj. The camera is not attached to the player. What I want my game to do is to click on the surface with my mouse and the playerObj will go to there. When I set the DefaultPawnClass to playerObj it works but when I set it to camObj like it should be it does not work.
I understand that the controller is set to the camObj because the DefaultPawnClass is camObj. So my question is how can i set the PlayerControllerClass to playerObj and the DefaultPawnClass still be equals to camObj?
asked Apr 08 '15 at 09:30 PM in C++ Programming
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