I’ve recently ran into an issue where my AI Controller doesn’t possess it’s pawn. The controller itself is spawned by using the AutoPossessAI set to Placed in World or Spawned. It does spawn correctly, but just for some reason doesn’t possess. The character doesn’t have a different controller. Both Pawn on Controller and Controller or Character are null. Any idea what might be going on?
A bit more context:
AI Controller is a C++ class:
UCLASS()
class GP2_API AGP2_AIController : public AAIController
{
//stuff
}
Then I create a Blueprint class that takes this AGP2_AIController as parent and change nothing there:
Hello. Thanks for the suggestion, but I don’t think that’s it. I’m checking if the pawn is possessed/controller is possessing way into the game, not at the very beginning. They just remain unpossessed, even after multiple seconds/minutes.
Ok, mystery solved. Turned out to be a dumb mistake on my end. I’ve overriden OnPossess() on the AI Controller, but didn’t use Super::OnPossess(). Addint it solved the issue.