I’m noticing on game start that this event is firing twice, which means there’s somewhere else that the Event Possession event is being fired off. My Pawn currently has Auto Possess set to Player 0. There is also only ever one pawn in the scene of this object. It makes me suspect there is a second setting happening that I am not aware of.
To give more information, I noticed that when I disable the Auto Possess on the pawn, the AiController takes over and spawns only one ball (which is the correct number to spawn). However, I get an error here where my possessed pawn never gets set as a variable in my Blue print(which makes sense.).
(still new member so I get only 1 image embedded per post, so heres a link)
When I have The Aicontroller disabled and the Auto Possess set to Player 0, it returns to spawning 2 balls again. This part I have no idea now WHY it’s spawning two.
The solution I currently have is just having the Event Possessed event connected to a DoOnce node, but I would really like an explanation for why this is occurring as I see this being a problem in future development cases.