Slight update: I also tried disabling autopossess, spawning controller and possessing manually, but the effect is the same. Here’s code:
ACharacterBase* TempCharacter = GetWorld()->SpawnActor<ACharacterBase>(CurrentClass, SpawnLocation, FRotator());
if (!TempCharacter)
{
UE_LOG(LogTemp, Error, TEXT("Character was not spawned!"));
return;
}
AGP2_AIController* TempController = GetWorld()->SpawnActor<AGP2_AIController>(AGP2_AIController::StaticClass(), SpawnLocation, FRotator());
if (!TempController)
{
UE_LOG(LogTemp, Error, TEXT("AI Controller was not spawned!"));
return;
}
TempController->Possess(TempCharacter);
Don’t see anything related in log.