when I set up my Fire
function in FireComponent
i saw that my AI characters weren’t responding to me firing my gun. Then I realized the print statements for the AI senses was returning None
for the target, even though the perception itself was triggered. I am also noticing these errors when playing:
LogBlueprintUserMessages: [FireComponent] X=2879.884 Y=1086.762 Z=-22.222
LogBlueprintUserMessages: [NPC_AI_BP_C_1] PatrolGaurd4 AISense_Hearing None
PIE: Error: Blueprint Runtime Error: Accessed None trying to read property K2Node_ComponentBoundEvent_Actor from function: 'ExecuteUbergraph_NPC_AI_BP' from node: Branch in graph: EventGraph in object: NPC_AI_BP with description: Accessed None trying to read property K2Node_ComponentBoundEvent_Actor
LogBlueprintUserMessages: Early EndPlayMap Detection: Level '/Game/Dynamic/Levels/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel' has LevelScriptBlueprint '/Game/Dynamic/Levels/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap' with GeneratedClass '/Game/Dynamic/Levels/FirstPersonExampleMap.FirstPersonExampleMap_C
' with ClassGeneratedBy '/Game/Dynamic/Levels/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap'
LogBlueprintUserMessages: Late EndPlayMap Detection: Level '/Game/Dynamic/Levels/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel' has LevelScriptBlueprint '/Game/Dynamic/Levels/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap' with GeneratedClass '/Game/Dynamic/Levels/FirstPersonExampleMap.FirstPersonExampleMap_C'
with ClassGeneratedBy '/Game/Dynamic/Levels/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap'
Any ideas as to what is wrong? I am using UE4 v4.19.2, here is my latest commit
Edit:
I plugged in the return value of SpawnActor to First Person Projectile BP
and this seems to return an actual object, but then it just responds to EVERY character firing…