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(); } } }