Base pawn class not being used?

Im working through the beginner documentation on using Unreal with SteamVR.

I have my GameMode and my VRPawn class created. To make it very clear when the pawn is being used I tied the event tick to a print string, when I demo this in VR I see the string printed repeatedly which is what I’d expect.

However, if I add a MotionController object to the pawn and give it a static mesh object, the string printing stops and the game doesn’t seem to be using my pawn class at all. It will still work with just the empty MotionController object, but breaks whenever I add a static mesh to the controller.

Are there errors printed somewhere that may tell me why it doesn’t like my pawn class with static mesh’s?

Thanks

One thing to try…make sure the static meshes inside your MotionController components don’t have any sort of blocking collision set. That can cause them to get stuck in the floor when your pawn is spawned which means you won’t see them in your level. I don’t know how/why that would impact the print string functionality, but it would explain why you think you’re not seeing your custom pawn in the level.

Hi Krxtopher,

Thanks for the response, I’ll definitely try that! (it was something I was wondering, if perhaps spawning inside another object would cause the pawn to not be created)

Do you know if Unreal has something where if an object is “broken” or cannot spawn, if it’ll still compile and just not spawn the object? I thought that if Unreal didn’t like something with my pawn class it might just not compile, so it was weird to me that it was still building properly but just not creating the pawn.