AI Controllers' Possess function is being called when opening a blueprint that has the Auto Possess AI option set to Spawned.
virtual void Possess(APawn* InPawn) override;
void AMyAIController::Possess(APawn* InPawn)
{
UE_LOG(LogTemp, Warning, TEXT("Possess Called"));
}
Result: "Possess Called" is logged after opening the character blueprint after setting its Auto Possess AI setting to Spawned.
Expected: Possess would not be called when opening a blueprint.
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How do I set a material as a post-processing material?
How to delete some elements correctly when deleting an array loop?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
UMG RichText not appear image when packaged
What is the difference between Camera and CineCamera?
How to implement springarm components to scale according to mouse position in spawn?
Head over to the existing Questions & Answers thread and let us know what's up.