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!
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.
answered Aug 01 '16 at 08:50 AM
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