Spawn Different Pawns For Every Player
struct PlayerPawnData
{
int32 Type;
};PlayerPawnData CurrentPawnData;virtual UClass* GetDefaultPawnClassForController(AController* InController) OVERRIDE;TMapBase<int32, UClass*, false> PawnTypes;UClass* AMyGameMode::GetDefaultPawnClassForController(AController* InController)
{
AMyPlayerController* PlayerController = Cast<AMyPlayerController>(InController);
UClass* PawnClass = PawnTypes.Find(PlayerController->CurrentPawnData.Type);
return PawnClass;
}Last updated
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