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.
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So, why is the ‘Event Possessed’ executes automatically as soon as the game starts? Did I miss something (probably)?.
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.
@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.
@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.
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 is the expected behavior. By default every pawn is set to be Auto Possessed by AI when it is placed in the world which causes the Event Possessed to trigger. So you either need to change the Class Defaults to not do this (Set the Auto Possess AI drop down to “Disabled”) or, do a check from the New Controller pin on the Event Possessed to make sure it’s the player’s controller that is possessing it before you trigger your Event Possessed logic.