# How do I unassign an AI Controller to a Pawn?

**URL:** <https://forums.unrealengine.com/t/how-do-i-unassign-an-ai-controller-to-a-pawn/300470>\
**Category:** AI\
**Tags:** Behavior-Tree, unreal-engine, Blueprint, question\
**Created:** [December 3, 2014, 2:45pm UTC](https://forums.unrealengine.com/t/how-do-i-unassign-an-ai-controller-to-a-pawn/300470 "2014-12-03T14:45:44Z")\
**Posts on this page:** 1\
**Showing post:** 7

<div class="post-metadata">

**Author:** ![Erumaru](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Erumaru](https://forums.unrealengine.com/u/Erumaru)\
**Post date:** [February 3, 2017, 4:51am UTC](https://forums.unrealengine.com/t/how-do-i-unassign-an-ai-controller-to-a-pawn/300470/7 "2017-02-03T04:51:40Z")

</div>

May be I help someone, get BrainComponent from Ai Controller then use StopLogic()

---

_[View the full topic](https://forums.unrealengine.com/t/how-do-i-unassign-an-ai-controller-to-a-pawn/300470)._
