Problem with GA after Spawning and possessing Lyra characters?

I am trying to swap from one Lyra character to another at runtime. After the character is possessed, I can’t activate any of the gameplay abilities. Do I need to do something after the Lyra character is spawned to get all of the Hero data, like gameplay abilities?

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I’m having the same problem at the moment. I’m looking into the C++ to try to figure this out but there are a lot of moving parts in there so if anyone else knows how to fix this that’d be very much appreciated.

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Yes, there are OnPossessed events for Lyra Character c++ class, that should activate when the pawn is possessed, but I don’t think it is triggering. I am not that good with C++, so I am not exactly sure what is happening.

Because the ASC is on PlayerState, after switched to the new pawn,
the UAbilitySystemComponent::InitAbilityActorInfo should be called somewhere.

It’s currently being called at ALyraPlayerState::PostInitializeComponents and ULyraPawnExtensionComponent::InitializeAbilitySystem.

I think ULyraHeroComponent::OnPawnReadyToInitialize is the key point.

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Thanks for the insight. Will test it tomorrow and let you know.

I did a bit more testing with the lyra ability system and Lyra ability system component does not exist when lyra pawn is spawned and possessed. I added on possess event on controller and checked the lyra pawn class for that component and I get none. It does exist when the character is spawned on play in editor, but not when possessed on runtime.