Transitioning actors without losing player ownership

Hello… Can anyone help me with the following situation…

I have a project that uses lyra in version 5.1 and according to an action I create a spawn actor and give the pawn possession… so far so good.

But then I’m in doubt of how to go back or how to recreate the same actor using that B_PickRandomCharacter system in the same position.

All this is to transition the sprite with the vehicle and then take the vehicle off to move again as default

Could someone shed some light?

I’ve found the easiest thing to do in Lyra is to spawn a new pawn and possess it. If you do that then everything is handled automatically, more or less, by Lyra.

To explicitly repossess an existing pawn, you’ll need to manually go through and reinitialize everything to hook it back up to inputs, etc.

Yes actually giving possession to a pawn is easy so I don’t know how to get back to the pawn that contains the character with the character parts

Because who will do this is the random component that will get manny or quin.

This information is not supposed to be saved between sections, unless you use “restart player” and setup a save/load system for inventory. "Pick Random Character is a component added to the controller, and Pawn Cosmetics Component is its equivalent added to the Hero Shooter Mannequin.

To fully re-initialize the pawn after re-possessing it, “get game mode” + “restart player” will do the job, however the player character with its character parts will be spawned at a random Lyra player start AND without inventory. So, in c++, creating a custom “restart player at location” would be a possible alternative in addition to the save /load system to retrieve weapons.