I have been having this issue and scouring the internet and cannot find a answer. Currrently I am using UE4 4.20.3 and when transitioning from the Main Menu Level to the First Level, the Main Menu GameMode Override is persistent and continues into the next level regardless of my Maps and Mode settings and the First Level GameMode Override Settings
This is the GameMode Override for the menu
This is the Blueprint I use in the user interface to load the next level
I have tried restarting UE4, I have tried verifying UE4 for anything missing or corrupted and yet it still will not work, all I have used is nothing but Blueprints, any help is greatly appreciated!
How do you verify which game mode is active? Try adding some print screen in BeginPlay of your ThirdPersonGameMode.
Try running ThirdPersonExampleMap directly from editor, does it work then?
Do you have some base level in ThirdPersonExampleMap, and then added sublevel there? If yes, you must set game mode for all sublevels to be “not overriden”, and for main level to be ThirdPersonGameMode.
Open ThirdPersonExampleMap and tell me what do you see under “World Override”?
I appreciate the feedback. I added to the ThirdPersonExampleMap on tick event to display the game mode, when loading in from the MainMenu Level it states its running the third person game mode but will not allow control of the player pawn.
You can see in this screenshot when it loads ThirdPersonExampleMap that the event tick states ThirdPersonGameMode but on the right hand side it still displays the World settings for the main menu.
When running the level standalone and not running from the MainMenu level it runs the ThirdPersonGameMode perfectly fine allowing full control of the default pawn.
There are no base levels in the ThirdPersonExampleMap. In the ThirdPersonExampleMap under World Override it states it is the ThirdPersonGameMode
What you see on the right side is quite fine. Don’t worry about it. As you can see in my screenshot bellow, it’s the same. Even though I have RacingGameMode active. it shows game mode of the level that is open in your editor, and not in your game.
You not being able to control the pawn is another thing. Are you sure default pawn is set properly in your ThirdPersonGameMode? Did you override player controller and how things are possesed? I had similar issues with default spawn method in my game, so I created my own. I wait for level to finish loading, then spawn pawns and Actors myself. Works like a charm since then. In my frist screenshot you can see wheeless cars, those are spawners. When Level is finished loading, they spawn cars for me depending of the user choice and configuration.
I really appreciate your help and cant thank you enough, I found the solution. In my MainMenu level I was creating the UI widget and setting user input for UI only and when loading into ThirdPersonExampleMap it was carrying over that user input so in my ThirdPersonExampleMap I had to at event begin play specify the user input for Gameplay and UI.