For anyone that cares: [USER=“434”]BrUnO XaVIeR[/USER] @Fieol
After hours of debugging, the fix was setting the Default Pawn Class to my proper pawn subclass in MyGameModeBase.
Simply having my pawn object in the World Outliner doesn’t suffice. GetPawn() indeed returns a non-null “valid” default pawn, but it wasn’t my subclassed pawn.
Somewhat comically, all of my debug prints aligned with what m_target should be, but each and every single access was seg fault. It just happened to get swallowed until the end.
No offense but your just regurgitating a seg fault definition (in a roundabout fashion).
The REAL issue was that I incorrectly assumed I was casting apples to apples with static_cast. UE’s Cast() would have caught the issue since it was actually a downcast.