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Using pawn sensing in behaviour tree?

Hey UE Community! i've been scouring the answer hub for the past few months now, I've been working strictly with AI since thats going to be the base of my game, and I would really like to use Pawn Sensing for the basis of my AI (due to the hearing feature etc)

I know how to set up an AI on the BT via script logics, but i would much rather use the pawn sensing... but so far from what i've seen tinkering with it is you can't call pawn sensing without specifying which pawn sense... I want it to be a universal pawn sensing (so any AI using the BH can utilize pawn sensing AND the BH)

is this even possible? or is it restricted to universal to all pawns via code sight?

any help would be greatly appreciated! and apologize if i happened to miss a topic on this already, i looked for hours on pawn sensing and BT and failed to find anything :/

Product Version: UE 4.15
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asked May 06 '17 at 07:54 PM in Blueprint Scripting

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I would also like to know about this. More the casting side of things. I cast to the pawn sensor in the behaviour tree but get no target results. Don't suppose you know how to achieve this?

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answered Sep 28 '17 at 11:16 AM

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avatar image viggerz Sep 28 '17 at 02:27 PM

I had to cast to ai then cast to enemy character blueprint using get controlled pawn then from enemy character get sensing hit info I stored in variable if that helps

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