Avoid Default Pawn Class

ndelchen
Wed, 08 Mar 2017 16:12:16 +0000
Blueprint

In my MyCharacter Class I’m having a UPROPERTY pointer to a MyActor Class:

UPROPERTY(EditAnywhere)
AMyActor* MyActor;

Since I use Default Pawn Class to setup the character, I cannot change its components before I start the game.
I thought creating a BP of my Character and using this as a default might be a solution to my problem. When I did this I could not assign any MyActor of the world outliner to the pointer in the BP.

Is there any way I can fix this, like using Character that’s already in the world instead of spawning a new one?

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