Morning,
I have a custom pawn class that extends ROPawn as I want to override a couple of functions, but it's basically just a shell right now with some logging:
I also have the following set in my main game class default properties to ensure my pawn class gets used:
This is the same way I have my game mode setup in the UDK version I did a while back.
However, my pawn class is not getting used like it does in the UDK. The gameclass is still somehow using ROPawn instead.
All my other custom classes that extend/override are being used correctly, just not my pawn class
Any thoughts?
I have a custom pawn class that extends ROPawn as I want to override a couple of functions, but it's basically just a shell right now with some logging:
Code:
class FTPawn extends ROPawn;
function bool Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
{
`Log(">>> DEBUG : Pawn Died", , 'FTPawn');
super.Died(Killer, damageType, HitLocation);
}
DefaultProperties
{
}
I also have the following set in my main game class default properties to ensure my pawn class gets used:
Code:
AIPawnClass=class'TOGAFT.FTPawn'
DefaultPawnClass=class'TOGAFT.FTPawn'
This is the same way I have my game mode setup in the UDK version I did a while back.
However, my pawn class is not getting used like it does in the UDK. The gameclass is still somehow using ROPawn instead.
All my other custom classes that extend/override are being used correctly, just not my pawn class
Any thoughts?