Thanks for the answer, but why did you change this? It’s making my whole AI not work… Did anyone had problems with the way it was before 4.8? If I would want to make the controller reset everything I could just destroy the AI with controller and respawn the AI with a new controller… So before 4.8 I could achieve both behavior, and now I can’t and you say this is by design?
I tried to override the function but I can’t find it in the override menu:
http://puu.sh/ipOm9/27b981d35e.png
Only OnPosess, but not UnPosess. My project is blueprint only, I can’t do anything in c++.
The important thing for my AI is that the behavior tree is not changing it’s execution, so if it runs a certain task before the pawn changed it has to run the same task after the pawn changed, and most importantly all the blackboard variables need to be 100% the same as before. If I just call RunBehaviorTree on the new pawn this is not the case, right?
I have also tried to not call unposses at all but only possess the new pawn and then destroy the old pawn, but this does not fix it, the behavior tree still stops running.
Please tell me how I can make my AI work again…