If if create a child class for a character and then change the mesh in the child class, the updated mesh should show up when using this child class right? if not, how would you do so?

is there a way now to make the
character spawn at the place where the
player start node is located instead
of at the spawn transform location?

OK, so I had a proper look at how the Game Mode handles Pawns and Player Start and here’s what I believe is the proper way to do it. While spawning & possessing definitely works fine, the game mode has some exposed functionality to simplify this:

  • if you set the Default Pawn for this GameMode, you will need to destroy that pawn first
  • there’s no need to possess since Restart Player will do it automagically while picking up the Player Start location, too

When it comes to Player Start itself, it comes with a built in tag system:

In this case I supplied MyStart42 as an ID and it can be used like so:

So you could easily have male / female Player Starts and use that. If the provided name is invalid, Player Start will be chosen at random, which can be desired at times.


There are other method for doing all this but I believe that’s the intended way. It may not be suitable to all game genres but if the goal is to have characters frolic around the map, I’d handle it like above.