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(); } }
void AEQSTestingPawn::Reset() { QueryInstance = NULL; StepToDebugDraw = 0; StepResults.Reset(); if (Controller == NULL) { SpawnDefaultController(); } }