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Default pawn not possessed

Hi, I'm having trouble with my default pawn. I created a new Pawn class in code and assigned it to be the DefaultPawnClass. When I run the game like this it's okay, however if I create a Blueprint of my new Pawn class and assign that as the DefaultPawnClass in the editor, it is not possessed when the game starts, and has no owner/controller. What can be done to solve this?

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asked Sep 08 '14 at 11:26 PM in C++ Programming

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Daveoh
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2 answers: sort voted first

I think I was initially wrong. The pawn spawns with Controller assigned, but GetOwner() returns NULL. I will assume this is the normal behaviour.

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answered Sep 08 '14 at 11:54 PM

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Daveoh
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There is a option in the Blueprint defaults called auto-possess or something similiar, try that.

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answered Sep 08 '14 at 11:45 PM

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Green_
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