Esempio n. 1
0
void APawn::PostInitializeComponents()
{
	Super::PostInitializeComponents();
	
	if (!IsPendingKill())
	{
		GetWorld()->AddPawn( this );

		// Automatically add Controller to AI Pawns if we are allowed to.
		if (AutoPossessPlayer == EAutoReceiveInput::Disabled)
		{
			if (AutoPossessAI != EAutoPossessAI::Disabled && Controller == NULL && GetNetMode() != NM_Client)
			{
				const bool bPlacedInWorld = (GetWorld()->bStartup);
				if ((AutoPossessAI == EAutoPossessAI::PlacedInWorldOrSpawned) ||
					(AutoPossessAI == EAutoPossessAI::PlacedInWorld && bPlacedInWorld) ||
					(AutoPossessAI == EAutoPossessAI::Spawned && !bPlacedInWorld))
				{
					SpawnDefaultController();
				}
			}
		}

		// update movement component's nav agent values
		UpdateNavAgent();
	}
}
Esempio n. 2
0
void AEQSTestingPawn::Reset()
{
	QueryInstance = NULL;
	StepToDebugDraw = 0;
	StepResults.Reset();

	if (Controller == NULL)
	{
		SpawnDefaultController();
	}
}