My project is created in c++, so I’d like to control DynamicPawn in c++,Is that possible?
1 Like
Should be, yes.
Here’s some code snippets that the cesium-unreal performance tests use to control a Dynamic Pawn in C++.
AGlobeAwareDefaultPawn* pawn;
pawn = context.world->SpawnActor<AGlobeAwareDefaultPawn>(
Cast<UClass>(DynamicPawn.LoadSynchronous()));
pawn->AutoPossessPlayer = EAutoReceiveInput::Player0;
pawn->SetActorLocation(startPosition);
pawn->SetActorRotation(startRotation);
1 Like