Does it also happen on animation montages?
I can’t tell, I have yet to enter that field. I’m using the mannequins from starter content so it should not, right?
you say the problem occurs when you don’t call this in your spawn method:
SetViewTargetWithBlend(NewMyCppCharacter, SmoothBlendTime); SetPawn(NewMyCppCharacter);
This makes sense because you called SetPawn before possessing, so the controller thinks the current pawn equals the new pawn.
Calling SetPawn yourself seems wrong.
Yes, exactly my point.
I’ll try go further into the source code to see what is doing when unpossesing.
I speak from the little knowledge I have but, perhaps the previous pawn should still have a controller so it finishes its animations, doesn’t lose physics, etc?