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I have a pawn blueprint that contains some AI movement code, and looks like this:

Blueprint screenshot

Now I'm attempting to move that functionality into an actor component so it's easily transferrable to other enemy types.

Blueprint screenshot

However, I'm having trouble grabbing the pawn itself for the AI Move To. Get Owner isn't compatible since it specifically wants an Actor Reference and not a Pawn Reference. Get Pawn Owner doesn't like that 'self' is an Actor Component and not a Pawn Movement Component.

Is there some other, magic function I should be using? Do I need to rewrite my entire entity as an actor instead of a pawn?

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1 Answer 1

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I found out it's possible to cast from an actor to a pawn inside a blueprint.

enter image description here

That is so useful and I'm sure will solve a lot of problems going forward.

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