All enemies are spawned in at runtime. I need all of the enemies to shoot from their location. What’s happening now is only enemy A is shooting, when enemy B is ready to shoot they shoot from enemy A’s location/rotation instead of their own.
This is weird, can you try print out the name of BP object doing the shooting when the event triggers?
If it’s a pawn, just use “self->BuildString(Object)”.
Make sure it is different BP object instance that triggers the shooting.
The print string comes up as the same object. However in my ‘attack player’ BP in my behavior tree it comes up as different objects.
So if I can get a components transform from its behavior tree then I can spawn the projectiles where they should be. I think.
EDIT:
Got it working now. Just used the return value from ‘get controlled pawn’ to make a transform so now they shoot independently