0744be80bd27f2f50f50f6271a1c5a7dbb0b7e0f
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.
SpaceGame
A multiplayer space survival game built in Unreal Engine 5: build and maintain a ship, explore a galaxy, land on planets, and establish a space station and planetary bases as a shared base of operations.
Docs
- Vision — pitch, reference games, scope reality check
- Requirements — functional requirements by system (MVP/Core/Stretch)
- Tech Stack — engine, networking, backend, tooling
- Roadmap — phased build plan
Status
Pre-Phase 0 — planning complete, Unreal project not yet created.
Description
Languages
Python
76.5%
C++
23%
C
0.3%
C#
0.2%