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?
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.
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.
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.