How do I unassign an AI Controller to a Pawn?

Call UnPossess() on Pawn->Controller.

Hi all,

I’m trying to kill an enemy and make it a ragdoll. How can I remove the Ai controller and stop any behavior?
I’m using a behavior tree.

Hmm I did it, but the behavior tree and some other AI functions are still running. I would like to make my AI dead

On UBehaviorTreeComponent* call StopTree()

well, I’m using blueprint and Stop Tree doesn’t exist :frowning:

Ouch ;0.

May be I help someone, get BrainComponent from Ai Controller then use StopLogic()

Hey! You can use the function: Detach From Controller Pending Destroy
This will detach the controller from the AI. You can refer to the picture given below:-

2 Likes

“Detach From Controller Pending Destroy” Node working perfectly to me also. Destroy all (spawned)AIControllers (eg.: 100), then i can spawn another 1.