I am trying to access GetPawn from an AIController once the pawn has been spawned in the level. I tried accessing it first in BeginPlay and it would return null. Next I tried accessing it in EventPossessed and it is still null.
I dug around in the source code and found that the EventPossessed is fired just before the SetPawn function.
This is Controller.cpp Lines 301-302
InPawn->PossessedBy(this);
SetPawn(InPawn);
The first line eventually calls EventPossessed. So my question is when is it safe to access GetPawn for initialization purposes?