Blueprint Cast to AI node Just will not work! Help

This is so unclear it’s a pain in my ***, Ill try the Get controller. But point being if a sample is released to learn from at least make it work if no docs are available.

Hahaha, Yeah that’s Kinda my point Bud, Unless something has changed that isnt documented why wouldn’t trying to cast to AI EVEN in the shooter example (try it your self, that’s what im asking). Open the shooter example go to the character blueprints and open the Bot shoot at (or something like that blueprint). It has a cast to Shooter AI controller that works, but for example try to pull the output from the tick to create a new node and look for cast to ShooterAIController. Even though the C++ code is there it can’t do it, Ive copied this struct for my own AI in CounterForce, it does the same thing. Something doesn’t add up, all ive heard is how Blueprints make things easier, all im finding is what a pain in the *** they can be when it come’s to AI

Edit: At Pattym, your a ******* star that’s the job. But still point being the Shooter example doesn’t work (needs updating before others get caught in this issue), if your going to release a sample for people to learn from at least get the thing working. What confused me was i thought the player controller was the controller for AI and real player (incase your in single player mode with a squad for example that could still fullfill the role). We need more documentation is i think the bottom line here, im not all about blueprints, id rather use code, if blueprints can be changed this much without documentation from epics own samples (shootergame) it’s a train crash waiting to happen.