Hello!
I just noticed that when, i try to possess pawn alpready placed in level automatically fires unpossess event.
Actualy there takes place following behaviour: player controller possess pawn, then unposseess and then posseess again.
We have three fired event .
Steps for replication:
Create project based on thirdperson blueprint template.
In the game mode set player pawn to none.
Then place character to level and set autopossess option to player 0.
In ThirdPersonCharacter blueprint add Event Possess, and Event Unposesss with print string node connected.
See result.
Here link to video: - YouTube
I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.
Yup, having the same problem. The player controller possessed the pawn then ejected and repossessed. So it called twice. Not sure why this is happening unless that is Epic intention.
Still in UE5.3.
BTW Epic reported they won’t fix.
My workaround is to check the game mode for a valid value it sets after the player has clicked the UI.