Difference in Possessing Pawn

Hi there!

I was wondering, what are the differences between “possessing” a character when it is:

a) set as default in the gamemode settings so that the controller grabs it by default
and
b) leaving gamemode settings default pawn set to “none” but instead possessing a spawned character?

So far my interactions with other game objects has worked under solution a).
But now I want to implement a menu where the character class can be chosen (children), then spawned into the world and possessed on level begin.

So the controller is having no default pawn and I assign it by possessing. When walking in the level and interacting with objects, half of the interactions are broken. I just assume it is because the possessed characters on solution b) are children of the parent class and I just need to reassign.

But again to the core question. Are there any differences between the default setting and manually posessing?

best wishes and thanks in advance :slight_smile:

I don’t think there’s any difference. It sounds more like your interaction code is assuming something about the player.

Did you cast on overlap, for example, but are now using a different character?

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Thanks for claryfing! I was assuming there are technical differences in the background between the default setting and manually possessing. But yes. I solved the issue.

I used cast to the parent exclusively in another function. Everything works as intended when I included the children of the parent class.

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