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Problem with casting from AI character to Pawn

Hi, I have simple Pawn that folows predetermined path and does nothing else. I call it Moving Target. Then, I have AI contolled pawn (called NPC_character_AI_v2) that i want to be shooting at Moving Target.

Problem i have is with casting. When i cast Moving Target into NPC_character_AI_v2, i would always get fail.

I tried NOT to connect Object pin on Moving Target to OnSeePawn node but then i have no idea what to pin there. Any help would be greatly appreciated.

Thanks, H (Apologies if formatting is wild, i have no idea how to break the line in here) alt text

Product Version: UE 4.8
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asked Jul 25 '15 at 08:28 PM in Blueprint Scripting

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Harcarik
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avatar image Maceo_P_King Jul 26 '15 at 01:23 PM

i'd replace the firing event "pawn sensing" with something else. Maybe add a box trigger component to it and do an "event overlap" so that you can check the cast.

Then, if it's casting right, you know your problem is the pawn sensing. This isn't an answer but it should help you track down what's wrong.

avatar image Harcarik Jul 27 '15 at 10:02 PM

Thanks for advice, i just discovered blueprint interface (:)), so problem...

Question to mods, should i mark this as 'Solved' if i found solution using different method? It may be misleading.

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