Well last night I thought I solved one of the big problems in my mission to make my game flexible

I was stoked, over the moon. My Level blueprint has no hard-coded information as to what is going to spawn and it gets it from my gamestate
This works fine and it compiles.
Until I load another level in the editor and then go back to it. When I go back it doesn't compile
So far I have found there are two points that break, but if I connect it in the right order it works, until it loads again.
So the first problem is that I can spawn my pawn no problem, but when I go to "possess" it, it complains that possession is for pawns, not actors. It seems the spawn actor function is, unsurprsingly, for actors.
However, if instead of plugging a variable into the Class node of SpawnActor, I just select an example pawn from the list, it works fine, exactly as it's meant to. AND NOW, if I change that node back to using the variable that contains the exact same value, it works. It's as if the actor->pawn problem doesn't exist anymore
But reload, and the problem is back.
Is there a way to cast from actor to pawn? I mean, pawn is a sub-class of actor right?
I was stoked, over the moon. My Level blueprint has no hard-coded information as to what is going to spawn and it gets it from my gamestate
This works fine and it compiles.
Until I load another level in the editor and then go back to it. When I go back it doesn't compile
So far I have found there are two points that break, but if I connect it in the right order it works, until it loads again.
So the first problem is that I can spawn my pawn no problem, but when I go to "possess" it, it complains that possession is for pawns, not actors. It seems the spawn actor function is, unsurprsingly, for actors.
However, if instead of plugging a variable into the Class node of SpawnActor, I just select an example pawn from the list, it works fine, exactly as it's meant to. AND NOW, if I change that node back to using the variable that contains the exact same value, it works. It's as if the actor->pawn problem doesn't exist anymore
But reload, and the problem is back.
Is there a way to cast from actor to pawn? I mean, pawn is a sub-class of actor right?
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