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Fire Custom Event in AI_Controller from Player Controller

Alright, I am trying to build a game, where you control a pawn that can only walk between a grid of certain waypoints. (Boardgame style)

I have used the third person template to create a waypoint grid, an AI_Character and an AI_Controller. The functions "move to actor" (actor = the waypoint) work well when automated. Now I'd like to trigger them by pressing a key. E.g. walk to next waypoint. I do this, because I like the way the AI Navigation System works.

As I understand, the AI_Controller Blueprint doesn't accept keyboard inputs, so I would like to have the player controller accept the input (e.g. left arrow) and somehow pass it one to the AI controller to do the moving.

However, I have spend hours trying to get it to work without success. Whats the correct / best way to do this?

Any help is welcome! Thanks!

Product Version: UE 4.12
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asked Jul 04 '16 at 08:31 PM in Blueprint Scripting

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4ndy
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avatar image 4ndy Jul 04 '16 at 08:34 PM

In case my description is not clear enough, I'd like to do what "lluo" suggests in his answer to this question: https://answers.unrealengine.com/questions/374052/is-it-possible-to-use-both-ai-controller-and-playe.html

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If anyone is interested, I solved it like this:

I am using a player controller without an actual mesh (as a dummy) to control the ai characters including the player, which is an ai character. I am using "ai move to". Works like a charm.

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answered Aug 01 '16 at 08:50 AM

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4ndy
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