For the past several days, I’ve been trying to get an AI-controlled pawn (Unit_Base) to detect and respond to an actor blueprint class (BP_Throne). In short, it just won’t.
And before anyone pitches this, here’s the collision options for both (I’ve fiddled with these setting repeatedly… they change nothing):
This is Unit_Base
and this is BP_Throne
When Unit_Base is active and “deployed” (a bool set under specific conditions), it will percieve objects around it via its AI Controller (Unit_Controller). Unit_Controller’s OnTargetPerception event looks like this (at the beginning, which is the part that matters to this problem):
First half
Second half (Note the Cast to BP_Throne, which is what I’ve been trying to get work)
Now, the wacky thing is!!!: The AI (it’s one sense is sight with a fairly large radius) does actually pick up the existence of BP_Throne (it prints the name of BP_Throne objects in the level at the beginning of OnTargetPerceptionEtcEtc). But when it gets to casting, the cast. Always. FAILS. And I don’t! Know! WHY! It recognizes they’re there but only ever actually picks up other Unit_Base pawns (cast to Unit_Base always succeeds).
May anyone know why? Please. Help.