Hello I am trying to make a custom Player Controller work except whenever I try to access the pawn it is controlling it always says none. When I test it I says that it is using my custom player controller, as well as my custom game info. The strange thing is the pawn will spawn in the world and I can move it, just all references to it won't work, including a log in its PostBeginPlay().
Here is the code for the controller:
Code:
class MyPlayerController extends GamePlayerController;

simulated event PostBeginPlay()
{
	super.PostBeginPlay();
	`log("*****************************");
	`log("I am a custom Player Controller");
	`log(Pawn.Class);
	`log("*****************************");
}

DefaultProperties
{

}
Here is the code for my game info:
Code:
class MyGameInfo extends GameInfo;

DefaultProperties
{
	PlayerControllerClass = class'Tutorial.MyPlayerController'
	DefaultPawnClass=class'Tutorial.MyPawn'
	PlayerReplicationInfoClass=class'Tutorial.MyPlayerReplicationInfo'
	//HUDType = class'MyHUDWrapper'
	bRestartLevel=false
	bDelayedStart=false
}
And finally here is the code for my pawn
Code:
class MyPawn extends UDKPawn;

event PostBeingPlay()
{
	super.PostBeginPlay();
	`log("****I am a custom Pawn*****");
}

DefaultProperties
{
	begin object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
		bEnabled=true
	end object
	Components.Add(MyLightEnvironment)

	begin object Class=SkeletalMeshComponent Name=InitialSkeletalMesh
		LightEnvironment=MyLightEnvironment
		SkeletalMesh=SkeletalMesh'Prototype_Mesh.OurMesh'
		AnimSets(0)=AnimSet'Prototype_Mesh.OurAnimSet'
		AnimTreeTemplate=AnimTree'Prototype_Mesh.OurAnimTree'
		//PhysicsAsset=PhysicsAsset'Prototype_Mesh.OurPhysicsAsset'
		end object

	Mesh=InitialSkeletalMesh
	Components.Add(InitialSkeletalMesh)

	CollisionType=COLLIDE_BlockAll

	begin object Name=CollisionCylinder
		CollisionRadius=+035
		CollisionHeight=+057
	end object
	CylinderComponent=CollisionCylinder
}
Thanks guys!