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[Closed] Spawning an agent with AI controller

Well,since someone from Epics told me they have still been working on AI docs I wonder if I can get a help on this one:I start with a blank scene.I want on the level start to spawn a walking character(currently the human model supplied with the engine) and "empower" it with AI behaviors.I have found this thread:


but haven't found some of the nodes depicted there.From my own trial/errors I got this: alt text

The problems is that after the AI spawn node gets executed the cast to AIController fails as I am getting triggered text on failure.Anyone can tell me what I am missing here?

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asked Apr 05 '14 at 05:44 PM in Blueprint Scripting

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The question has been closed Apr 05 '14 at 05:59 PM by Alexander Paschall for the following reason:

Duplicate Question of https://answers.unrealengine.com/questions/21905/behavior-tree-possible-bug-in-cast-node.html

1 answer: sort voted first

That is a bug right now that Epic is aware of.

This is the workaround I am using.

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answered Apr 05 '14 at 05:56 PM

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avatar image SasMaster Apr 05 '14 at 06:19 PM

Do your actors inherit from AIController ?

avatar image mikepurvis Apr 05 '14 at 06:21 PM

The Controllers do. Casts on them to AIController work as well.

It's the Spawn Default Controller Node that has to be called. It's set in the Character, my pawns extend Character.

avatar image SasMaster Apr 05 '14 at 06:22 PM

I see no node called "Spawn Default Controller "

avatar image SasMaster Apr 05 '14 at 06:24 PM

I mean I created a blueprint based on AIController but even in this case I can't see a node of type "Spawn Default Controller"/ What version of the engine do you use?

avatar image mikepurvis Apr 05 '14 at 06:31 PM

It's there. Try unchecking context maybe. I'm on 4.0.2, through the launcher.

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