Replacing a following actor with another stops them from following UE4-26

Hi, I hope that someone will be able to help me.

I am doing a dumb project where I am trying to replicate something similar to Digimon World from the PS1. However I seem to be stumbling at the smallest of hurdles and I am most likely doing a lot of core aspects very wrong.

For the Digimon partner that follows the player I have a parent class and all the different Digimon are children of this class.
In the parent class I have tried multiple ways to have it follow. From a simple AI MoveTo on tick, to a custom event, to pawnsensing. So I’m pretty sure that the follow functionality itself isn’t the issue that I’m having.
I am trying to implement the beginnings of what would be digivolution and the best way that I can think of is just by destroying the actor and spawning the actor of the new form in it’s location.
When I do this then the new actor does not follow the player. All the other functionality that is inherited from the parent still seems to work but this one does not. I am assuming that it is breaking during the SpawnActor/DestroyActor but don’t know why.

I am very confused and can’t seem to figure out why it does this. I am also sure that there will be a better way to achieve this goal and that would probably also fix this issue.
If anyone can help I will be very grateful.


I’ve tried to replicate your problem and I think I’ve found a solution.

Try this:
Go to your parent character, and in the details panel, under the Pawn settings, set “Auto Possess AI” to “Placed in World or Spawned”.


Yes, massive legend.
I knew there would be a really simple solution. Thank you so much!

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