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How to swap out character pawn blueprints


I'm currently developing a game where you play as a person that can transform into different shapes. I have both a blueprint and pawn controller for every single shape and I basically want to swap them out when pressing left & right shoulder trigger on the controller.

The tutorial about possessing pawns on the unreal site requires you to have your blueprints dragged into the level, and then you just swap out those level actors in the level blueprint. I was wondering if I can 1) do this elsewhere like in a 'master controller' that constantly checks this no matter which level you're in and 2) when I possess a different shape, I want the player to transform into the different shapes on the exact location and rotation it is currently in. Additionally, I also want 3) this setup to allow combo attacks to be carried over in between different shapes in the future.

In other words, I wants some sort of functionality like my image below, only I don't know what to plug in to the "target" or if this even can work. Any tips or other suggested blueprint nodes would be helpful!

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Thanks a lot for the help <3

This is the UE4 tutorial I am talking about: https://docs.unrealengine.com/en-US/Gameplay/HowTo/PossessPawns/Blueprints

Product Version: UE 4.21
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asked Jan 19 '19 at 01:14 PM in Blueprint Scripting

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the target for the posses will always be a player controller, and the in pawn will be the pawn your looking to posses. it seems like your looking to become a different pawn entirely according to your explanation, this is actually quite easy you just need to spawn actor of class then plug that into the posses node. as for spawning it in the exact location and rotation of the current pawn thats pretty simple to since you have to specify where to spawn the new one. you just set the spawn location to the players current location. this can all be done in one place so no need for a master controller or the level bp. as for the combo attack well you just have to have a script for that before you destroy the old pawn.

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answered Jan 19 '19 at 04:37 PM

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avatar image Azyra_ Jan 19 '19 at 09:04 PM

Thank you ThompsonN13 for your answer, this actually makes a lot of sense! You are correct, I want to swap out the pawn entirely. I tried it out in my player controller (I'm guessing I'll only be using 1 then for all shapes), but it doesn't let me connect the SpawnActor to the "in pawn" of the Possess as you can see in the image below.

alt text

I'm still quite new to the Unreal Engine, so it's probably something small I'm missing here. Thanks anyways for the help so far!

avatar image ThompsonN13 Jan 19 '19 at 10:25 PM

the issue your having is that the class input that your using is not specified to the pawn level so to speak. if you look at the picture i posted, on the right in the details panel you will see the properties of the variable i created, note that the variable type is pawn class reference. since i specified the variable type the spawn knows that anything it spawns will be a pawn or something inheriting from pawn. long story short change your variable type to pawn. you may also need to disconnect the get from everything (var and spawn nodes) while changing the variable type, sometimes when changing variable type the nodes its connected to dont update correctly.

avatar image Azyra_ Jan 19 '19 at 11:25 PM

It works now! Thank you so much for the help and quick replies <3

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