Hi!
I’m checking a game project trying to guess how the first player can controls a pawn without using PlayerController->Possess(pawn).
There is a GameMode with the code:
DefaultPawnClass = MyCustomPawn::StaticClass();
And that’s it!
To get an instance for that pawn, inside the PlayerController, it uses:
AController::GetPawn()
In the editor, there isn’t any instance of MyCustomPawn class in the level, but it appears one when I click on Play button in Unreal.
These are the values of the Pawn while testing the level:
Is it enough to set a Pawn as DefaultPawnClass in the GameMode class to possess it?