Empty level tries to use 3rd person character when I cast to a custom GameInstance

I’m trying to replicate the initiaton from the Multiplayer Shootout, that is, I’m trying to set up the MainMenu Level Blueprint and everything leading from it.

After removing the buggy server list BP, the MP shootout MainMenu level worked fine, no problems. After re-building the setup in my own project in a blank level, although the project was orignally a 3rd-person template, nothing happened.

I added a breakpoint to the Event Begin Play node to see what happened and I noticed that when I tried to cast my game instance to my own, custom game instance, the BP graph suddenly switched to the ThirdPersonCharacter BP and the InputAxis LookUpRate event was highlighted. The debugger then went through every ‘InputAxis’ event except for the Jump, which I had disabled in the Controller BP.
It then moved onto the ThirdPersonAnimBlueprint and went to a bunch of random nodes before stopping at the ThirdPersonIdleRun node.

I’m assuming UE4 thinks it’s supposed to be using the ThirdPersonCharacter BP when it’s not and since there isn’t a PlayerStart anywhere it bugs out somewhere in the ThirdPersonAnimBlueprint. This is just a wild guess, though. I really have no idea what happened.

Did you set the level to use the proper gamemode in the world properties? Also, does your gamemode point to the proper controller and pawn?

I changed the GameMode form the default ‘None’ to my custom GameMode and got the same results.

Does it point to your controller and pawn properly? Maybe screenshot of its properties?

Actually, after setting the GameMode to my custom one, I ran the debugger again and noticed that there were some changes during execution, but the result stayed the same. Here’s a link to an Imgur album showing mys etup and the problem: Link.

bump; I still haven’t solved this

Bump. I still haven’t solved this.