Hello, I agree with what you’ve said, but this doesn’t fully answer my question.
My problem is this:
From what I understand, if we DO have a pawn already assigned to the Blackboard Key, then GetSeeingPawn() returns true (so !GetSeeingPawn() never applies, we don’t reach the return, and so we then go onto the next line, which sets the Blackboard Key to nullptr.
So the first time we run OnPerceptionUpdated() we’d assign an Actor to the key, then the second time we run it, we’d set the key to nullptr, then the third time we’d set it to an Actor, etc.
Do you agree this is what the code is doing, or have I missed something?