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Spawning AI Doesn't Work Properly?!

(Hello the images are from Gyazo because i have seen that the page got too long if i upload)

So my problem is exactly the same as :

https://answers.unrealengine.com/questions/406567/how-to-spawn-ai-via-blueprint.html

The answer was to set "Auto Posses Ai" to "Placed in World or Spawned" and so i did

https://gyazo.com/15e4cbbbb5ab65f098d9136093610e35

I spawn the Ai with the "My_GameMode" at beginplay

https://gyazo.com/1308f39fed220e98cf5b17682361a873

I have no Behaviour Tree so i leave it empty i dont know if that is the problem?

But then it spawns the correct AIController but it doesn't get the "controlled pawn"

https://gyazo.com/e48f9f5c335fd97c6afb98cbf012ad47

https://gyazo.com/1ceedd33458d34895a34489478d0e356

why does my own AiController "Wave_AIController" not link with the AICharacter "Wave_AI"??

Product Version: UE 4.15
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asked Jan 08 '18 at 08:49 AM in Blueprint Scripting

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Faronoz
81 7 12 12

avatar image Faronoz Jan 09 '18 at 03:24 PM

if i place the enemy in the world it works just fine?!?!!

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The controller gets spawned before the pawn so the begin play triggers before possessing the pawn which means GetControlledPawn is Null, you should handle the OnPossess instead like the imag below, or do handle everything in the begin play of the pawn by getting the controller and executing some function on it from the pawn. alt text

capture.png (74.9 kB)
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answered Jan 09 '18 at 04:53 PM

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SenToRious
495 4 7 13

avatar image Faronoz Jan 10 '18 at 07:35 PM

thanks didn't know ;)

avatar image DaveCalledDave Jun 27 '19 at 06:01 AM

This was the answer I needed. After 4 hours of tearing my hair out. Thank you!

avatar image Big_R-07 4 days ago

Awesome been racking my head with this problem until I found this thread. Solved the whole thing.

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