UClass* AGameModeBase::GetDefaultPawnClassForController_Implementation(AController* InController)
{
#if WITH_EDITOR && DO_CHECK
UClass* DefaultClass = DefaultPawnClass.DebugAccessRawClassPtr();
if (DefaultClass)
{
if (FBlueprintSupport::IsClassPlaceholder(DefaultClass))
{
ensureMsgf(false, TEXT("Trying to spawn class that is, directly or indirectly, a placeholder"));
return ADefaultPawn::StaticClass();
}
}
#endif
return DefaultPawnClass;
}
I guess Parameter ‘InController’ is never used ?