So my problem at the moment is to get the AI Pawn Location within a behavior tree task. The goal is to get a check if a path is possible from an AI Pawn current location to a waypoint. By getting the AI Pawn’s location before moving, I can make a decorator to check if such a path is possible. Can someone help me? I get errors on calls to getOwner. Thanks.
You need to get the controlled pawn’s location, not AIController’s location. We’re aware of this common mistake, and trying to figure out a way to address that on the engine level.
How exactly would I do that with the given blueprint above? Because Event Receive Execute I believe returns an AIController. How would I get the controlled pawn of the AIController?
i don’t know exactly, but in the cpp you can GetPawn() from controller. i believe there is also a function that similar to that in the BP. and i believe it’s more handy to change PawnActor blackboard variable not from Vector but from object. because check Path exist also works with object blackboard variable