Thats exactly what I am doing. But I have to switch controls to the new pawn wich is within the interaction sphere.
First option would be: Put IF/THEN/ELSE into your controllers movment methods to differentiate the pawn, which is, in my oppinion, very ugly. Depending on how many diffent pawns you plan to control those statements tend to get very long and the code gets difficult to read.
But this is exactly what they are doing in the Unreal Turnament code, which saddens me a bit. To be fair, they are only differentiating between UTCharacter and a SpectatorPawn.
There is a small piece of code which handels driving within the UTCharacter class, but this doesn’t do much. So not much to get within that code regarding my problem.
Second option would be: Implement a playercontroller per pawn and swap controllers as needed. Thats what I want to do. But I cant figure out how.