Spawning blueprint not working as intended. Need some pointers

Hey folks,

I made a character blueprint for a chicken, and named it Chuck_Char_BP.
The blueprint contains the chickens random movement “logic”

Now I dont want to place 50000000000 chicken blueprints in ma levels.
So I made another Actor blueprint, and named it Chuck_Spawn_BP.
Viewport has a billboard.

In this spawn blueprint I do a simple linetrace downwards from the billboard.
The hitlocation is used to spawn in Chuck_Char_BP('s based on how many you want).
The location will vary on the x and y.

Problem 1
Unlike dragging and dropping the Chuck_Char_BP, the spawned in versions are inside the floor.
** I currently set the location of the random spawn on the z to +20 just to make it look like it works.*
I made a Pawn version called Chuck_Pawn_BP. Spawn Actor Spawns the Pawn_BP correctly with the feet on the floor. However, the pawn class has no movement component

Problem 2
Unlike dragging and dropping the Chuck_Char_BP, the spawned in versions don’t move at all.
Debug shows the correct paths are taken in blueprint, but they simply refuse to actually move.

Problem 1

Dragging and dropping takes into account a Pawns capsule collider and adjusts its position so that it appears above the geometry. Spawning in dynamically does not do this, you have 2 options to fix this. First is as you have done, add an offset to account for this problem or, adjust the Pawns components inside it so that they are all above the origin point.

Problem 2

There is an option on the Pawns default settings, which admittedly isnt explained very well in any tutorials from Epic but it controls how a Pawn is possessed by an AI Controller. The default setting is “Placed in World” but this needs to be changed if you are spawning AI in during Runtime. The option you want to change to is “Placed in World or Spawned” or just “Spawned”, eitherway this should fix your issue.

Capture.JPG

Thanks a lot. That did the trick.