Did you try to replace the default pawn setting in the gametype via a mutator?
Something like
Code:function PreBeginPlay() { super.PreBeginPlay(); class'Package.Class'.default.WhateverProperty=10; }
The stuff I want to change isn't a setting. I want to override existing functions with my own.
Unrealscript confuses me in that if I take the controller which owns the pawn and typecast the pawn to my own custom class which extends ROPawn, then assign it to the controller's pawn, it breaks. The old pawn disappears (if I use checkreplacement and return false) and the new one doesn't have any functionality. If I don't use checkreplacement the old pawn hangs around but doesn't work.
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