Hey guys! I am trying to figure out a way to possess a new pawn at the end of my look at interaction. I used [this][1]
series of super helpful tutorials to get the basis down for what I was trying to do. Basically, the way the scene is set up right now is after two seconds of looking at the icon and the circle completes, you would swap to a specified pawn.
I am pretty new to UE4 so trying to figure this out by myself is pretty confusing. Does it have to be laid out in the level blueprint? Everytime I try to reference a pawn in my Interactable BP it doesn’t let me. Basically, attempting to reference when my timer “activates” is what is confusing me.
At one point in the tutorial we created a event OnActivate where when the timer completes, after looking at the cube for 2 seconds, it would change to a random color. I thought it would be as simple as plugging in the pawn here with a possess function. But like I said before, it wont let me reference a pawn in this BP.
I would really appreciate any help!
-Kris