Determine if player or ai possessed pawn
I have a character that can work both as an aircraft and a player character. Fully functional behaivor tree. Would there be a way for me to check if the character is possessed by an aircraft controller or a player controller? Because I want it to only run the behaivor tree if its not possessed by a player.
More technical details. I needed to make a pawn for all controllers to be able to use. But I'm making something kind of like an "rts" type game. Each player has a normal pawn for camera movement but a separate pawn spawns and is assigned to them. (I did this because I couldn't run an EQS query while a player possessed the pawn. I want to make it so if the unit is not assigned to a player's pawn then it will run that behaivor tree. Otherwise not.
asked Apr 03 '19 at 03:41 PM in Blueprint Scripting
Don't know if you're still looking for an answer, but came across your question when I was looking for similar. Here is how to determine if character is player or ai controlled:
Follow this question
Once you sign in you will be able to subscribe for any updates here