Wire up ship exit/enter possession transition
F key on the ship: teleports the player character to just above the ship's location and possesses it. F key on the character: possesses the ship back. Same controller, so possessing one pawn automatically unpossesses the other. Notable implementation detail: GameplayStatics::GetActorOfClass looked like the obvious way to find "the other pawn" at runtime, but this MCP plugin's pin_defaults mechanism can't correctly set a Class- type pin (it accepts the string silently but the compiler later rejects it as an invalid default) -- there's no supported node type for a class-literal either. Worked around it by adding real object- reference variables (PlayerCharacterRef / ShipPawnRef) via unreal.BlueprintEditorLibrary.get_object_reference_type() directly through the Python escape hatch, marking them instance-editable, and wiring the actual actor references between the two placed level instances. Avoids needing any runtime class lookup at all.
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Content/Blueprints/BP_PlayerCharacter.uasset
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Content/Blueprints/BP_ShipPawn.uasset
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