set_game_mode_default_pawn
Set a GameMode's DefaultPawnClass on its class default object so future spawned GameModes use the chosen APawn-derived pawn; Blueprint changes require save_asset to persist.
Instructions
Write DefaultPawnClass on the class default object (CDO) of an AGameModeBase subclass, picked by game_mode_class_path or else game_mode_class (one is required), to pawn_class, which must derive from APawn; a class that does not resolve or derive is an error. GameModes spawned later (the next PIE) use it. A Blueprint GameMode's CDO is modified and its package marked dirty but not saved: persist it with save_asset (persistable true). A native GameMode class has no savable package, so its value lasts only until the editor closes (persistable false). default_pawn_class is read back from the CDO. Read the slots with get_game_mode_info; set_game_mode_override picks the GameMode of the level.
Returns: { game_mode_class: string, default_pawn_class: string, persistable: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| pawn_class | Yes | APawn-derivative class name | |
| game_mode_class | No | Optional AGameModeBase class name (short or /Script/ path) | |
| game_mode_class_path | No | Optional long /Script/Engine.GameModeBase path (takes precedence) |