How to possess back an AI after unpossessing it?
How to possess back an AI after unpossessing it? The AI has only an AI controller, no blackboard or behavior tree.
Thanks for the answers.
asked Jun 21 '17 at 06:29 PM in Blueprint Scripting
Umm... Controller.Posses(Pawn)? Have you tried that?
answered Jun 21 '17 at 07:03 PM
Before unpossessing your pawns, you should first add them to an array variable and when trying to possess them back, use a for each loop following with a cast to and a possess node. In this case, you exactly know what pawns are unpossessed and you can possess them back.
By the way, in your case, you just need to use the previous 'GetAllActorsOfClass' node and possess them back.
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