I think this is the correct forum for this question…
I am trying to change the player controller in the ShooterGame project to a blueprint one that has a parent of the original c++ class and cant seem to get it right.
I have tried changing it to a blueprint controller whos parent is ShooterPlayerController . Thru my digging I have determined that it is set in the DefaultGame.ini
PlatformPlayerControllerClass=Class’/Script/BeTheLastMan.ShooterPlayerController’
I have tried changing it to a blueprint controller whos parent is ShooterPlayerController
I have tried many different ways to locate it but I think I just cant find the correct path.
PlatformPlayerControllerClass=Class’/Game/Blueprints/Pawns/myPlayerController’
PlatformPlayerControllerClass=/Game/Blueprints/Pawns/myPlayerController
I put a breakpoint in VS2017 on the line that loads the player controller “if (PlatformPlayerControllerClass != nullptr)” and its always Null on the ones I have changed, if I put it to its original line it finds it no problem.
Does anyone know how to change this? I assume its just the way I am editing it… Thanks!
This was it, thank you!
I am not a programmer, know just enough to get myself in trouble. I followed how the other classes were being found from that same file and added this
You can do it that way, but in general it’s bad practice to reference blueprint assets from code (you should only really do it as a last resort).
A better approach is to create a Blueprint of the GameMode, then in that Blueprint you can set your custom player controller. Blueprints that are data-only assets have zero performance overhead, and you get all the benefits of nicely managed references etc.
Good to know, thanks.
Its a blueprint based inventory system, as I level up my programming the idea is to transfer it directly to the characters code as I know that everything runs better in native code.