APawn Blueprint not beeing spawned

Hi my friends, i keep working on UE4.
I have created 2 C++ base classes:
Ark4GameMode
AJugador: public APawn
Then i derived both using BPs: ArkGameMode & APlayer_BP.
I have configured default game mode, and inside it, the APlayer_Bp as defaultPawnClass.
Here the Code:

UCLASS()
class ARK4_API AArk4GameMode : public AGameMode
{
	GENERATED_BODY()

private:
	    UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Clase AJugador", meta = (AllowPrivateAccess = "true"))
		TSubclassOf<class AJugador> jugador;

		TSubclassOf<class AJugador> claseBaseAJugador;

		UPROPERTY()
		class ACameraActor *camera;

		UFUNCTION()
		void setLevel();
public:

	AArk4GameMode(const FObjectInitializer& ObjectInitializer);

	UFUNCTION()
	virtual void BeginPlay () override;
		
	
};
AArk4GameMode::AArk4GameMode(const class FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer){
	
	AutoReceiveInput = EAutoReceiveInput::Player0;
	//this->DefaultPawnClass = AJugador::StaticClass();	
	DefaultPawnClass = claseBaseAJugador;
}

UCLASS(Blueprintable)
class ARK4_API AJugador : public APawn
{
	GENERATED_BODY()

private:

	UPROPERTY()
		class USceneComponent *sceneComponent;

	UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="UStaticMesh de Jugador", meta=(AllowPrivateAccess="true"))
	class UStaticMeshComponent* meshDeJugador;
[...] }

AJugador::AJugador(const class FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{

	PrimaryActorTick.bCanEverTick = true;
	//AutoPossessPlayer = EAutoReceiveInput::Player0;
	AutoReceiveInput = EAutoReceiveInput::Player0;

	sceneComponent = CreateDefaultSubobject <USceneComponent>(TEXT("Scene Component _mine"));
	RootComponent = sceneComponent;

	meshDeJugador = ObjectInitializer.CreateDefaultSubobject<UStaticMeshComponent>(this, TEXT("Mesh _mine"));
	meshDeJugador->AttachTo(RootComponent);
}
void AJugador::BeginPlay()
{
	Super::BeginPlay();
	GEngine->AddOnScreenDebugMessage(-1, 10, FColor::Red, TEXT(" Pawn Created! "));

	
}

Well, as you can see, the code is not that complex, but the problem is that the APlayer_Bp is never beeing spawned
at all, in BeginPlay the “Pawn Created” message is never being called and the object never appear in object outliner.

if i change defaultPawnClass to : DefaultPawnClass= AJugador::StatiClass(); it works PARTIALLY, the object appears in the outliner but the mesh in never rendered.

if i drop the APlayer_Bp directly to the editor, the mesh of the pawn, appears without problem.
i Would really apreciate some help guys, i am really trying but nothing seems to work, please ask me questions or help me how should i do it :smiley: many many thanks!

The idea is to do it completly in C++, without using BP scripting, i am allergic to it. the BPs i am using are just
Data BP to hold the meshes of my Pawn, Enemies etc…
i dont like Hard Coding the route of my asset in C++ neither :frowning: i am allergit to that too.

Did you try checking the logs if there any errors apper there? Also try setting mesh as root component, don’t know why you makin dummy scene component as root, you plan on deleting mesh component on the go?

Heyyy Shadoriver! how are you man?! thanks for reply!
definitley i had and i have to read the logs from now on. look at this:

"
[2015.11.06-18.35.15:167][378]LogSpawn:Warning: SpawnActor failed because of collision at the spawn location [X=0.000 Y=0.000 Z=112.001] for [Player_BP_C]
[2015.11.06-18.35.15:167][378]LogSpawn:Warning: SpawnActor failed because the spawned actor IsPendingKill
[2015.11.06-18.35.15:167][378]LogGameMode:Warning: Couldn't spawn Pawn of type Player_BP_C at PlayerStart"

basically my mesh was colliding with another mesh. i thought that i was doing something wrong, i tried A LOT of variations in my code with different variables, classes, etc and nothing worked haha i thought i was the wrong here.
i am happy now hahahah Many Thanks!!! many many thankss!!