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How do I check which Pawn is being possessed?

I have 2 player control schemes , a First Person Character and a HMD locomotion pawn which are being possessed by the player controller when either one is being used and being destroyed and unpossessed when not in use . I need to do different things if one or the other is selected. I want to set up a branch if HMD Locomotion Pawn is in use and then go through some blueprint nodes. I tried making it set a variable boolean when HMD Locomotion Pawn is possessed and set it to false when unpossessed but that variable is not being set correctly.

Is there a way to just check if the Player controller is possessing the HMD Locomotion Pawn blueprint ? or if it is possessing the First Person Characteralt text?

Product Version: UE 4.15
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asked Apr 13 '17 at 02:03 AM in Blueprint Scripting

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mercuriusfm
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The node you're looking for is "GetControlledPawn" inside the PlayerController

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answered Apr 13 '17 at 02:56 AM

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vanlacke
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avatar image mercuriusfm Apr 18 '17 at 12:40 AM

thank you

avatar image mightyenigma Feb 06 '18 at 05:24 AM

Also consider using Interfaces and more object oriented approach, which would make it so you don't have to check what class of pawn is using the controller.

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