How to make the IA Enemy Deal Damage To My Main Character When I possess another Actor

This is a project where I use the ALSv4 as my main base.

I’ve been testing the Range Combat Mechanics that I already had set and I’ve found a problem when I mount (Possess) the Horse (BP_Horse).

When I’m possessing my main character (ALS_AnimMan) the IA Enemies with Crossbow detect me and shoot without any problem but when I get on the horse they stop shooting at me. I feel like I must be missing something really obvious here, but I’ve been going over this for hours and I’m stumped. It seems that no matter how I set up trace responses.

In short, it seems to be an actor reference problem since when I get on the horse, I possess the Horse Character and in the code of the AI Ranged Enemies they look for the ALS_AnimMan Character Reference. The BP_Horse is a different class than my main character.

Basically, my question is How do I get my IA Crossbow Enemies to shoot me when I’m on horseback?

How can I build a correct actor reference so that my enemies attack me when I have changed from my ALS_AnimMan Actor to the Horse (BP_Horse)?

Solved! Was pretty easy actually. In My NPC Class They’ve a Check&Fire Custom Event where I cast to my ALS_AnimMan. So, I unplugged that Cast Character Node and I create a Pure Function Called “FindPlayer”. There I use the same Parent Character Class (ALS_AnimMan) but I use the Cast Failed Output to make a direct reference to the Rider Component validating my main Character. That’s mean when I possess the Horse the IA Enemy keep firing me where Cast Falied.

2 Likes