As that title states, whenever I load into the level, the game spawns the pawn, then immediately un-possesses it and destroys it, but still allows the player to control and play as it? Something along those lines. I have changed the default pawn in the world settings to that of the pawn the player will be using and all the items that are needing to interact with the default pawn are being able to cast to the main character, but since it gets destroyed and then spawned again, it breaks the code. I’ve been stuck on this for roughly 2 weeks and I’m starting to hit the wall
I will note that I did update the project from .18 to .24 (Yikes, I know, but there were some new things in .24 that I wanted to learn and try to implement into my game). I can still revert back to that original one if there is no fixing it, but, as I stated, I would like to try the new things in the game. I have put delay nodes of .2 seconds to the actors “begin play” nodes before they cast to the character and that fixed some of the problems, but not fully.
I’ve been looking at the LOG files and its creating the actor, un-possessing it, destroying it, but then able to play as that character that’s been spawned? I don’t know, but any help / advice is appreciated!