How to reference skeletal mesh from AI controller blueprint

Hello,

I have finished the behavior tree blueprint and it mentions as a challenge,to reference the AI point of view to detect the player.
https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/15/index.html

However, I am unsure how to reference the controllers skeleton from the Follower_AI_Con service blueprint “Agrocheck”.
See here: https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/11/index.html

How would one reference the owned skeletal mesh component from this script so that they could raycast from a specific bone?

The ‘skeleton’ isn’t in the controller, it’s in the character. Using the controller, call “GetControlledPawn”. Cast that to your custom character class and get the skeletal mesh from there.

On a side note, technically it’s not even necessary to cast to a custom character class. Actor should do just fine, from there one can use GetComponentsByClass (with class SkeletalMeshComponent, obviously).

I see, I was a lot closer to solving my problem than I thought!