I have set up three Blueprints: my “basicAIController”, who is the parent class of my “characterAIController” and my “NPCAIController”. Every Childs BeginPlay Event executes first it’s parents BeginPlay event.
In my Parent, “basicAIController”, I am getting references that are needed for both childs, like game mode, player controller or the POSSESED PAWN (which should be the pawn of the children). When I access the reference of the possed pawn in my children, I get told that the variable is empty.
For Debuging, I have put a print string into my parent, NPC and Char controllers BeginPlay Event. In theory, every controller should print once the message from the parent and one from itself, but when I start the game, the parent message is only printed ONCE. Why does that happen?
As mentioned in the original post, the parent events are also called… thats why I’m confused…
You can see it in the pictures of my BPs I have added above
Oh well, it looks like the cast fails three times… pretty dumb of me not to check it :0
Now I find out why it fails, but thats another topic… thanks for your help and time!