Trying to change Ai Pawn to separate models....

In UE 5.5 I’m trying to make the enemy Ai Pawn into separate models. When I try to change any of the AI pawns they all change to that model. I think the blue print need like get model_1 get model_2 and so on. But I want to keep all the logic as well…Right now there are 8 pawns and I would like to be able to load different models. Not a Programmer more of an artist so any help would be appreciated! Thanks.

Hello there,

Welcome to the forum!

So what you’ve shown here is the Begin Play blueprint but I don’t see where are you trying to change the model.

Also from your explanation I don’t understand when do you want the mesh switch to happen. I suspect you are trying to use a timer but it is not really clear from your blueprint what your intent is.

Please rephrase the following:

  • What are you trying to do.
  • When are you trying for this to happen.
  • Show blueprints for both the “What” and “When”.
  • Explain what is the result. Nothing happens is alright but you can add breakpoints in your events to see if they are ever accessed and this information is critical for debugging.

Also if you are new to Unreal please read this: Blueprint Debugging Example in Unreal Engine | Unreal Engine 5.7 Documentation | Epic Developer Community

This will help you debug your stuff.

I’m trying to change the Ai Pawn models at run time or beginning of game play.. When I change the models they all change to that model? I want to be able to have different models for each pawn separately. Currently I have 8 pawns and I want to be able to have different models for each Pawn.

Thanks

Lets say you have 3 models and 8 pawns, and lets assume we will change them in the beginning of the game. How do you decide what model does each pawn get? Are they random or each pawn gets the next model: Pawn1 - Model1, Pawn2-Model2…