How to pass an actor (pawn) to a PlayerController?

Hey @VictorDDT!

You can either use blueprint nodes like this:

Or in your character blueprint, navigate to the Details window while having self selected, and the Auto Possess Player setting to Player 0 like this:

Screenshot 2025-02-16 193702


While we’re on the subject, I also wanna add that you’d probably wanna bind the input mapping context after Event Possessed instead of Begin Play in your character blueprint’s Event Graph like this:

Hope this helps! :innocent: