Get reference to default pawn instance

I have a player pawn defined in my gamemode blueprint object. How do I get a reference to this pawn in C++?

I then want to cast it to super class “VR_Pawn”

After some trial & error I found the solution:

class AVive_testGameMode *myGameMode = (AVive_testGameMode*) GetWorld()->GetAuthGameMode();
class AVR_Pawn *myPawn = Cast<AVR_Pawn>(myGameMode->DefaultPawnClass.GetDefaultObject());
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I was just browsing looking for a similar solution to the problem you had.

The problem with your solution that I can see is that you hard coded a specific game mode and pawn into the C++. That can’t be the best practice, can it? What happens when you change that sort of thing in the Editor, won’t that break the code?