**edit: Found the solution on my own. For anyone who is having the same problem, heres the solution:
When you copy the blueprint reference you get a path that looks something like this: Blueprint’/Game/Blueprint/BlueprintCharacter.BlueprintCharacter’
The simply solution is to delete the double name, so that only Blueprint’/Game/Blueprint/BlueprintCharacter’ is left. Than you have simply to put it into the code line, so that unreal knows which blueprint you try to access.
Hope this helps :).
Im currently doing the c++ tutorial from the offical documentation.
Everything works fine, except that i need to replace the DefaultPawnClass with a Custom Mesh.
Before i used to load my DefaultPawnClass in the GameMode.cpp
** DefaultPawnClass = AFPSCharacter::StaticClass();
later, the tutorial says, that i should replace it with:
// set default pawn class to our Blueprinted character
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnObject(TEXT(“Pawn’/Game/Blueprints/BP_FPSCharacter.BP_FPSCharacter_C’”));
if (PlayerPawnObject.Class != NULL)
DefaultPawnClass = PlayerPawnObject.Class;
I changed the path of course to my own blueprint refrence. I get no errors when i compile/build it, but it doesn´t load the mesh and sets my input back to normal (which means i can fly around instead of walking, jumping etc.). Basicly it isnt calling my Character.cpp anymore (did a debug log).
Any ideas what could cause something like that? Im using 4.9.