Can't set default pawn class following tutorial steps

Hi, I’m currently doing this tutorial: https://docs.unrealengine.com/latest/INT/Programming/Tutorials/FirstPersonShooter/2/1/index.html

I’m trying to set the Default Pawn Class to BP_FPSCharacter, but when entering Play mode, I am still allowed movement and there is no message saying “We are using FPSCharacter.” from GEngine. I don’t get any errors compiling or building.

I have already included Engine.h and gone into Project Settings and changed the Default Pawn Class to BP_FPSCharacter. Is this tutorial not possible because it was made for UE 4.11?

My code:

FPSCharacter.cpp
// Fill out your copyright notice in the Description page of Project Settings.

#include "FPSProject.h"
#include "FPSCharacter.h"
#include "Engine.h"


// Sets default values
AFPSCharacter::AFPSCharacter()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

}

// Called when the game starts or when spawned
void AFPSCharacter::BeginPlay()
{
	Super::BeginPlay();
	
	if (GEngine)
	{
		// Put up a debug message for five seconds. The -1 "Key" value (first argument) indicates that we will never need to update or refresh this message.
		GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("We are using FPSCharacter."));
	}
}

// Called every frame
void AFPSCharacter::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );
}

// Called to bind functionality to input
void AFPSCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

}

FPSCharacter.h
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "GameFramework/Character.h"
#include "FPSCharacter.generated.h"

UCLASS()
class FPSPROJECT_API AFPSCharacter : public ACharacter
{
	GENERATED_BODY()

public:
	// Sets default values for this character's properties
	AFPSCharacter();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

};

I just ran into this problem too. In the overhead menu in the Unreal Editor, select the Blueprints drop down. From there, select Project Settings → Game Mode → Pawn → Select Pawn and then manually select the name of your blue print pawn.

That’s what worked for me