I have a custom TaskNode that defines how this AI enemy should move. When just one instance of the enemy is present in the world, it works perfectly fine. However, when more than one is present, each time the TaskNode decides that the enemy should move, all the impulse is added to the last added enemy, not to its respective BehaviorTree owner.
Video demonstrating the issue:
I’ve already tried making a function in the pawn’s controller which simply passes a reference to the pawn when OnPossess() is called, to no avail. Any help would be massively appreciated.
If you need to ask something to understand the problem better, please do. Thanks in advance