PostLogin Event in Singleplayer game always has none Pawn

Hello,

I was testing my networked game in singleplayer mode and it seems that in the PostLogin Event in the GameMode Blueprint, the Player (Controller) which is passed in in the event has no pawn attached to it.

I am using this PostLogin Event to make a NetClient Call to the joined client so it know it can construct its personal Hud widgets.

I would like to reuse the same method for networked and non-networked games, but it seems I can not do this.

Is there any way to recognise if the game currently running is a “singleplayer game” or a “networked game”?

In UDK I could query the NetMode Enums (I believe I can do this in UE4 in C++ as well but I don’t want to use this now, because I want to create a Blueprint-Only asset which I can possibly put into the Marketplace).

Is there a way to query for the NetMode in UE4 Blueprints?

Thank you for the help and cheers!

Hello, I also find this problem, single player the postlogin cant get pawn, but server-client, can get it, do you have solve d it? wait reply. thanks

ok its a bit too late resolving this issue but the only solution i found around it is to set the default pawn class in gamemode settings to none then spawn the actor on post login instead

Screenshot 2022-04-10 215449