Hi, Thanks for your answers. Could I ask 2 more questions if it’s ok?
- How do I get a reference to the character the BT is running for? I have an example (please see below) that gets the owner actor from the event tick, casts it to generic controller, then “Gets Controlled Pawn”, but the return value from Get Controlled Pawn always returns none (my owner actor is my Ai controller derived directly from AIController).
- If I understand correctly, a character references the AI controller it wants to use in “Details > Pawn > AI Controller”. Does this create a separate instance of the AI controller for each character (including it’s variables)? (Which in turn then declares the blackboard to use and then runs the behaviour tree). If this is the case, it kind of turns the way I saw things upside-down, as at the moment I was going to create/spawn an instance of the AI controller from an owning object (e.g. player controller/AI decision making object), then thought each character would then register with it…!
Sorry for the extra question…