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.
asked Apr 19 '15 at 06:02 AM in Blueprint Scripting
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?
answered Apr 20 '15 at 04:12 PM
Bump. I still haven't solved this.
answered May 05 '15 at 09:58 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here