Why does Spline Mesh Component need an actor target?
Or rather, why can't the playerController spawn AddSplineMesh Components? I was moving a lot of my trajectory, aiming logic from my player actor to the playerController and for the life of me could not figure out how to fix my broken Spline Mesh. Turns out giving it the playerActor as its owner solved it. Its confusing to me because it seems the Spline Mesh component as well as spawning other components works just fine in the playerController.
asked Aug 05 '16 at 07:24 AM in Blueprint Scripting
I don't know why that would not work, could you maybe show a bit more of your setup in blueprint?
But to be honest I think this behavior should be inside the player pawn instead of the player controller, since your pawn should define what it can do. The player controller is nothing more than an actor telling which pawn player 'x' controls. This way a pawn can contain behavior disconnected from the controller. Take for example a CharacterPawn and a VehiclePawn. If the player jumps into the vehicle, the controller can just possess the VehiclePawn, without having all the code for how a VehiclePawn is behaving.
answered Aug 05 '16 at 09:49 AM
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