Accessing component on pawn, inside of an AI task

Hello

So I have created a custom task for my behavior tree. Inside this task I am trying to access a component I have attached to my AI pawn.

Heres the setup I have so far
UE4Editor_4Xm0hUhsJf
Pickup Attach Point is the comonent I am trying to access.

However whenever this task runs I get these errors

I am amusing this is not the correct way to get a component of the AI pawn and that’s why it’s not working (tbh I’m a little confused by the error so I’m not entirely sure)

What is a proper way I can go about accessing a component on the controlled pawn, while I am inside of an AI task.

Thanks. Izzy

Hi, try using event Receive Execute AI and from that node you can simply access the controlledpawn. Also try removing Get AIController and/or just using Get Player Controller if it’s a single player game. Let me know if this helps!

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Wow, Im really blind. That pin on the event receive execute ai is exactly what I needed. Thanks

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