Cannot access pawn from attached actor component.

I have a pawn blueprint that contains some AI movement code, and looks like this:

Now I’m attempting to move that functionality into an actor component so it’s easily transferrable to other enemy types.

However, I’m having trouble grabbing the pawn itself for the AI Move To. Get Owner isn’t compatible since it specifically wants an Actor Reference and not a Pawn Reference. Get Pawn Owner doesn’t like that ‘self’ is an Actor Component and not a Pawn Movement Component.

Is there some other, magic function I should be using? Do I need to rewrite my entire entity as an actor instead of a pawn?

Try this:

image

1 Like

Nice. I didn’t realized we could cast in a blueprint. Thanks!

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.