Switch Pawn and Stats of a different Models on Event BeginPlay

Hello everyone !

  1. I have a noob question about picking a charater model (doesn’t matter a type of it) between 2 or more models

Two blueprints:

a) I have a level blueprint with a widget: 2 buttons for each of class Model 01 and Model 02, if I click on of them they gonna switch mesh, animation, attributes and other…

and a start game which contatins (function) Open Level

b) is a game level blueprint with 2 respawns

  1. So switching of a pawns, widget and attributes working only if I change ID inside the second BP game level map by the hands, its switching Character mesh, pawn, attributes and statistics + its add a custom widget for each of them ! (everything is working very well) !

What do I need to add inside a blueprint where I choose and pick the models (first BP) ?

I’ve tried to [Set Player Controller ID] for each of the model buttons its switching the model and statistics, but I lose the pawn connection - completely

I will be glad to donate for those who gonna find an answer !

Actually I did it by adding a different levels for each of character with a Branch True and False variables for both of a characters. So for Model 01 its gonna be level 01 and for Model 02 its gonna be level 02

But, I think it was mistake to replicate models hud widget inside the level blueprint !

i would have had a character of each type then when the button is pressed set the default pawn in the game mode. that is if your deciding on a character in a menu screen. if your attempting this kind of thing during play youd want to change things in the player controller

mm… thank you for responding. I will try is pressed button today.

  1. I want to create [ 2 HUD files ] with stats for each of class [ Model 01 and Model 02 ]. Assign them on a [ begin play ]

  2. Then I need to [ set visibility ] to hidden inside the [ character selection widget ] to hide the HUD’s from a screen where characters are picking

  3. And I need to set [ character button ] [ is pressed ] - [ set default pawn ] in the [ game mode ] ?

So, I will have [ 2 pawns ] for [ each class ]

How do I need setup the [ start button ] then ? The same simple Event begin play without [ Switch On Int ]

Thank you !

But, I don’t want to change player controller during the play

So the result of a work:

New Setup from [ Game Mode ] works the same as it was from a [ game level ]
So after I pick one of two models its gonna pick first [ ID (0) ] and assign [ Spawn, Hud, Stats and Pawn ] of [ Model 01 ] !
But, if I want pick [ Model 02 ], I can do it only manually - by changing the [ ID to (1) ] + I will need to pick the [ Model 02 ] in a [ Models select widget ]

So basically it is the same as previous (my variant). But your variant is more flexible variant and I like this way more than mine, because now I can add some other hud information to the game level.

However I still can’t pick [ Spawn, Hud, Stats and Pawn ] of [ Model 02 ] automatically…

I found an interesting post, where user explains the code [ Attaching a Character to Player Start, How? ]
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/91396-attaching-a-character-to-player-start-how

No, I still have no idea how to set the [ ID ] in a [ GameMode ] for a picked [ model ]. It’s all the same, I can only set it manually by changing the [ ID ] from ( 0 to 1 )

I found another information - YouTube by the Google advice [ BP Character Selection ] with setting the [ ID’s ] for a picked [ model ]

Previous link is completely outdated [ old UE4 version ]

Current progress:

The same problem, I can set the ID for a picked model, but I can’t replicate the ID automatically !

Question is solved, thanks for paradoc as primary question ! and ThompsonN13 for information about Game Mode !