A few player pawn related questions.
The mod I’m working on is intended to change (extend) player corpse decay rate. I’m following the patterns from the “core-data mod” post. The only approach I’ve found that works is to sub-class the two pawns and make the change there. (Blueprint’/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Female.PlayerPawnTest_Female’ and Blueprint’/Game/PrimalEarth/CoreBlueprints/PlayerPawnTest_Female.PlayerPawnTest_Male’)
So, I’ve done that. Changed the sub-classed pawn’s Corpse Lifespan to the new value. In the mod’s PrimalGameData_BP, changed the Player Character Gender Definitions -> (0 and 1) Character Blueprint to reference to my mod’s sub-classes so they will be spawned.
Cooked and tested in game. Intended changes work just fine. However, here’s the bug – none of the clothing renders on the TPV model. Clothing can be equipped and “functions”, but the clothing meshes do not render. If you put on pants, for example, the default male_underware mesh disappears (leaving a void in the pelvis) but the pants mesh does not appear. This happens for all clothes that I’ve tried.
I see that all clothing BPs reference the default pawn class via “Actor Class Attachment Infos” → “Owner Actor Parent Class” – one for each pawn.
Q: Will I need to change all references in all clothing BPs to reference my new pawn sub-classes? Meaning, I’d need to copy/subclass all of those into my mod as well?
Q: Will I need to change all references to reference my new sub-classes? i.e. sub-classing a pawn requires a cascade of other reference changes
Q: Am I going about this the wrong way?
I believe these questions would be relevant to anyone making player pawn related changes. Any assistance much appreciated.
After latest client update, pawns spawn without base “underwear” meshes but clothes/armor now work and render properly. Better than it was before.
Full Disclosure: The mod also has a few other changes (working fine), unrelated to player pawns.