What about the examples on C++? they capture the input on the controller (jump, movement) and give it to the pawn. I always thought that could give us problem with pawns that are too different (like a spectator pawn).
Now that you say this, it does have logic, but i’m confused about those examples though
Another thing, how would one program an enemy that can be possessed by either the AI or the player?
in that case how would the AI interact with the character if the character has input events?