I am trying to possess a custom made pawn in the ShooterGame sample project which I am playing around with. I created a simple Pawn blueprint, added the standard movement blueprint nodes, and created the possessing code in the Level blueprint using the straight forward method GetPlayerController–>Possess with my custom Pawn actor as the In-Pawn parameter.
When I run the game in the editor everything works fine, but I keep getting this error in the log console at every tick!:
“LogPawn:Error: EnableInput can only be specified on a Pawn for its Controller”
So I checked the GameMode details in the Project Settings and noticed that the default pawn type is PlayerPawn (Content\Blueprints\Pawns - folder). Great - so I created a new blueprint based on the PlayerPawn blueprint, modified it a bit and placed it in the scene then used the same possessing code above to possess this pawn. Again, I keep getting that same error.
I googled for the error, but there’s very little info and none of it appears to be helpful. Is there something hard-coded in the ShooterGame perhaps that doesn’t allow possessing of other pawn types ? Could anyone please explain to me why this error keeps occurring, and is there any solution ?
Thanks.