Im trying to either change a character velocity or use LaunchCharacter() right as the game begins or when a new player spawns. I've found that changing velocity or calling PlayerLaunch() in the character's PostInitializeComponents() does not work.
I noticed similiar behavior in UDK, I fixed it in a hacky way by checking to see if each tick was the pawn's "first" tick, and changing the velocity there. Any ideas for a more elegant way to handle this in unreal engine 4?
I noticed similiar behavior in UDK, I fixed it in a hacky way by checking to see if each tick was the pawn's "first" tick, and changing the velocity there. Any ideas for a more elegant way to handle this in unreal engine 4?
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