Switching mapping context/switching pawns issue

Hey @King_Gamma!

Here’s how to achieve your objective from scratch:

The Level BP:

You can open the Level BP like this:

The Vehicle BP:

The TL: (Optional, for the visuals)

You must have the floating movement component tho:

While having the floating movement component selected from the Components window, you can adjust the max speed, acceleration, and deceleration (what makes the pawn slide when inputs are let go) to your liking from the Details window like this:

I also gave the static mesh a Z offset that’s the same value as the player character’s capsule half height for it to be correctly placed when spawned on the player character’s location like this:

I also used a separate camera actor to keep the viewing angle consistent while switching characters.

To do that, first, right click on an empty space in your content browser, hit Blueprint Class, expand All Classes, and search for “camera actor” like this:

Once created, double click on it, inside, navigate to the Details window, and adjust the camera’s transform to your liking. Here’s an example:

Then set up our Camera Actor’s Event Graph:

And don’t forget to place the camera actor into the level! Once placed, select it, navigate to the Details window, and make sure that the Auto Activate for Player property is set to Player 0 like this:

Screenshot 2025-05-22 124201


And here’s the result:

Hope this helps! :innocent: