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Reset behavior tree after reusing AI pawn/controller

My question is when you pool AI pawn and controller, in order to stop AI brain you just need to unpossess. However upon repossess, the controller and pawn might not be the same pair or at their original location. When I use the visual logger, it seems that it will continue from whatever previous state/nodes. So if you don't have a decorator to stop say a MoveTo, it will continue to do the MoveTo unless it would fail(not reachable).

Is there a function I can call in the AI controller to reset behavior tree before possess? (so upon running BT, it will start from root node again.)

Product Version: UE 4.14
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asked Jan 12 '17 at 08:40 AM in Blueprint Scripting

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avatar image tiagocbraga Jan 02 '19 at 09:42 PM

I am having the same troubles. cant find the solution anywhere. I am doing a similar thing where i possess/unposses and need the ai controller to take back the control of the character. i still havent found a proper solution

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