[=;426092]
Let me know if 4.10 has the same issue.
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Just tried 4.10 with the new plugin and I have the same issue if I follow the steps from my previous post. I’m hopeful I can easily work around it by either creating a type of that pawn at runtime, or grabbing a reference to a pre-placed one in the level and then possessing it with the player controller, but I don’t have the time today to test. It would still be nice to just use the “DefaultPawnClass” assignment. Less work/code