It doesn’t work because it just changes Game Mode to control second pawn instead of both pawns.
I’m practically begging for help now, I’m going crazy trying to work this out.
PlayerController by default only support once possesion, there 3 solutions (on top of my head):
Add support of 2nd pawn to your PlayerController class… just make variable for 2nd pawn and then some extra functions associated with it. I would require extra study on how PlayerController work to plug 2nd pawn in to it’s systems, or else you dont really use playercontroller features much . Keep in mind that blueprint is valid class same as C++ class is and it works under same rules, this mean you can freally extend PlayerController features as you like :).
Make 2 actors… in one make each character a separate component of single actor attached to each other, this is good depending on your design. It’s good solution is those 2 pawns follow eachother realivily, i expect you might hit some problems if they are more independent
Don’t care to much about it and think out of box, possession is there just so you can easily reference to character that specific player controls. You don’t need controller to posses pawn to control it, all you need to have is reference to that pawn… that actually basis of solution 1, but you can also keep refrence to 2nd pawn in 1st pawn.
In end it depends on your game, what you actully doing