void AKinectPlayerController::FailedToSpawnPawn()
{
	if (StateName == NAME_Inactive)
	{
		BeginInactiveState();
	}
	Super::FailedToSpawnPawn();
}
void AController::ChangeState(FName NewState)
{
	if(NewState != StateName)
	{
		// end current state
		if(StateName == NAME_Inactive)
		{
			EndInactiveState();
		}

		// Set new state name
		StateName = NewState;

		// start new state
		if(StateName == NAME_Inactive)
		{
			BeginInactiveState();
		}
	}
}