Communication between task blueprint and actor blueprint

Alright so that means that you will need to store a reference to your weapon actor. One way to do this is to store it in your AI pawn’s blueprint as a variable of your weapon type class at ‘Event begin play’ for that pawn.

Next you could replace the ‘Event Receive Execute’ node in your task with ‘Event Receive Execute AI’. The advantage here is that it will give you a ‘controlled pawn’ reference, which is basically your AI pawn. So now you just cast this controlled pawn to your AI pawn class, get the weapon variable and then call it’s pull trigger event.

And generally it is better to store references to actors such as your weapons in your pawn/character. Any other data like vector locations, booleans etc can either be stored in your controller or pawn or as a blackboard values. Basically outside the tasks themselves, so that you can access them from other places as well.