Pawn posession and savegame

Thanks all for your answer. I did it another way in the end, not complicated at all:

  1. Possessed npc passes GUID to GI
  2. On beginplay (after some other code) every npc reports it’s existance to the GI (anyway, for other mechanics). It also passes the GUID. If GUID of “last npc” which got passed previously == this GUID; just run the normal possession code like it would run if done by the player.
  3. NPC (current player pawn) gets teleported to the appropriate location and the “spirit” (otherwise default pawn) gets destroyed.

Levels and GI mess with my head, especially since it’s the first time I have non-procedural worlds (in terms of NPCs/enemies etc). And are placed at design time. One would think having everything done at design time makes it easier. In my experience, procedural, data-driven spawns are way cleaner, easier to debug & less prone to dumb dev errors. Oh, well, guess it is what it is.

Thanks all for your help! Much appreciated :slight_smile: