Pawn Sensor doesn't work on spawned actor
I have a blueprint with a pawn sensor in it. When I manually place it on my level it works fine. When I spawn the the same blueprint the pawn sensor never seems to activate. I put breakpoints on begin play and when the actor is spawned it does got to begin play, but onseepawn never gets activated.
I place one actor and spawn one right next to it and the manually placed one works fine while the spawned one doesn't. I don't see anywhere where I can activate the pawn sensor in the blue print.
Can someone point me in the right direction?
asked Mar 05 '17 at 01:05 PM in Bug Reports
I had the same problem; Actor placed in world worked fine but spawned actor wasn't. Solution: Change "Auto possess AI" from "Placed in world' to "Placed in world or spawned". Works great now.
answered Feb 12 '18 at 04:26 PM
I was having the exact same problem and this is how I solved it. There is a spawn AI from class node as well, let me show you how I have used it in my spawner actor;
answered Mar 06 '17 at 11:52 AM
I running into a similar problem when worked with BP_ThirdPersonShooterAI in ThirdPersonKit. TPKit using PawnSensingComponent in a BP_Sensing_Pawn which is used as a ChildActorComponent in BP_ThirdPersonShooterAI. This is causing the AI not working properly when spawned because the BP_Sensing_Pawn as sub-class of APawn will try to spawn its default AIController when Initialized which is happened within the construction scripts of the ChildActorComponent and it's forbidden as mentioned here
the solution is to spawn an AIController manually and posses the BP_Sensing_Pawn, then all works well.
answered Feb 13 '19 at 12:56 PM
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