Is it enough to set a Pawn as DefaultPawnClass in the GameMode class to possess it?

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:

imagen

Is it enough to set a Pawn as DefaultPawnClass in the GameMode class to possess it?