Alright, i’ll show and explain the rest of my BP but i want you to turn all of this into a tutorial for the community when you get it working!
So first, as i said both the fps pawn and the car exist in the level. In my setup i needed to use the car as player pawn at level start:
Now after this comes the BP network i posted earlier, in player controller.
Then, in player controller again, we get the vehicle variable we set, take out the collision sphere from it and generate begin/end overlap events for it like so:
We use those events to set booleans to find out if we are near the car or not. Also set 2 bools for the car and the fps player so that we know who we are controlling right now. If it is Kowalski, then we posses the car; if it is the car, then we spawn a Kowalski and posses him.
And then we setup the key event:
If we are Kowalski then we posses the car and destroy Kowalski; if we are the car then we spawn a new Kowalski and then posses him.
And thats pretty much it, you dont need to touch your character blueprints. Let me know how this goes.