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"Pawn Sensing" doesn't work.

Hi guys, I followed this tutorial: https://www.youtube.com/watch?v=59INcP9Vsmo

I made everything like the video, but the character with pawn sensing doesn't follow me at all. Should I do something else?

Regarding my project, I just have a normal character controlled by me with keyboard inside a normal scenario. Nothing particular has made inside of it.

Product Version: UE 4.10
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asked Mar 09 '16 at 01:20 PM in Blueprint Scripting

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Marco I.
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avatar image Tensa_Zangetsu Mar 09 '16 at 02:29 PM

Hi Marco,

the recommended approach regarding "Sensing" activities is to use the AIPerception Component. The Pawn Sensing Component seems deprecated by now and at least not maintained anymore.

avatar image Marco I. Mar 09 '16 at 02:50 PM

Hi Tensa, thank you for your reply. Yeah I know that is deprecated, and will be replaced very soon by the AIPerception component, but since I really need something in a simple way for now, can I still use the Pawn Sensing component?

I mean, it still should work, right? I just want to understand why it doesn't work. AIPerception seems a little bit more complicated for now, I need to show something very simple as an example of interaction between characters.

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2 answers: sort voted first

Well, PawnSensing should still be functional, indeed. Did you put the NavMesh on the map?

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answered Mar 09 '16 at 03:03 PM

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avatar image Marco I. Mar 09 '16 at 03:15 PM

Uhm... no? I'm completely new to this, I made interior design usually! :D Is it complicated to do? What I have to do exactly?

avatar image Marco I. Mar 09 '16 at 04:19 PM

Ok seems that it works now. :) Thanks!

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I spent several hours debugging this issue, if anyone else has the same problem, try registering the delegate function inside BeginPlay. I had it registered in the constructor and it was never called. I don't know why we can't use AddDynamic in constructors, but in some cases it just doesn't work. As soon as I moved it to BeginPlay everything worked as expected.

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answered Mar 27 '19 at 05:58 AM

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