Event Possessed triggers without being possessed?

Hello everyone. I’m working on getting a vehicle working on a 3rd person blueprint project. I was able to set it up so that the player can ride it when getting close and pressing a button. What I’m trying to do now is set visibility to a skeletal mesh inside the vehicle pawn, and set it to visible plus play an animation.

The way I have it set up, Event Possessed executes ‘Set Visibility’ and then executes ‘Play Animation’, and with Event Unpossessed it executes ‘set visibility’ to off. The mesh is by default invisible as well (so I can’t see it on the placed vehicle blueprint). However when I start the game, the ‘Event Possessed’ kicks in even though it’s not the pawn currently possessed. If I ride the vehicle (ie, possess it) nothing changes, then when I get down (ie, unpossess) the mesh goes invisible, and from there it works as expected.

![alt text][1]

So, why is the ‘Event Possessed’ executes automatically as soon as the game starts? Did I miss something (probably)?.

Thanks in advance,

  • Mik2121

Same issue here using 4.9 and ShooterGame template.

So you are trying to add your player mesh into the car, correct?

In my case, I have a player that possess a turret, everything works fine but I have a Boolean variable (IsAlreadyTaken?) connected to “Event Possessed” to check if the turret is already taken and it triggers when the game starts.

What controller trying to possess it? You can check that from event argument

When can I find the event argument?
Adding a breakpoint to the EventPossessed node, looks like the the value is the turret itself, quite odd!

I haven’t been able to fix this yet, but thanks for the comments. Darock, did you get your stuff fixed? I tried using the boolean too but no luck!

did you check the controller that trying to posses?

@Mik2121 I’m checking for the controller class to avoid the problem for now.

@anonymous_user_f5a50610 Yes, the controller than is trying to possess is itself (the turret) It is a child class so I am not sure if it could be related.

I’m asking Mik2121 as it is his quastion :stuck_out_tongue: i read above about your case

@anonymous_user_f5a50610 I’m currently not checking, but I will do as soon as I get home today (I’m at work now!). I will probably go with what Darock is doing for now.

@darock thanks!

Hi,

I know this is an older issue but it should be fixed with these settings under Class Defaults.

86593-autopossessettings.jpg

1 Like

And to compliment aJarman’s excellent info, these seettings are found here:

6 years later and this is still happening on UE4

This fixed it for me!

Sorry this thread is a bit old but I can help on understanding this “On Possessed” Node to anyone else having this issue. The on possessed node is called on Possession by any controller, including player controller OR AI controller. I was also having this issue until I realized that “Event Possessed” meant any controller. So Yes, the argument that the OP posted would be a correct way to fix this if you plan on having multiple controllers possess an AI, as that is also the plan in my current project. Here’s how I implemented this fix

This way you can still have an AIC auto possess a character or pawn if you would prefer that method