I have made my own PlayerPawn Blueprint in the ShooterGame 4.5 content example, based of ShooterGame.ShooterCharacter Class , (please note that i did not modify the default playerpawn blueprint , i created a new one) .
Now in the project setting —>Maps & Modes —>Default Mode , the option to change the "default pawn class " is greyed out . and i cant change it .
I also tried creating a brand new GameMode class based off of GameMode.ShooterGameMode , and assigning my custom pawn class in there , then changing the Default Mode to my Newly Created GameMode Class , but it still starts off with default player pawn and ignoring the change in Game mode .
So how i should actually change the default player pawn class ?
I created another GameMode based off of "ShooterGameFreeForAll " class , and changed the default pawn in it to my custom pawn , then in the world properties , i set the game mode to my newly created game mode , now when i start the game it says " Waiting for respawn " indefinitly . lol
The only real reason i want to use ShooterGame as a template for my game is the "inventory " section which is defined in ShooterCharacter defaults . Since i have about 10 different kinds of weapons (rifles , granades , LMG , SMG , etc… ) and i only got vague ideas about how to set it up like that to include different weapons ,and store max amoo , remaining amoo , ETC … .
Is there any system like that out there or a tutorial to do this , so i can forget about ShooterGame ? since it has been giving me headache in different areas for sometime now . i have searched to forums for something about the lines of changing weapons , fps inventory , but i didnt find anything useful for this matter. ( or i didnt understand that it was what i wanted , lol ).
Any ideas would be appreciated . thanks in advance