bug fix pour 5.7
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@@ -263,7 +263,7 @@ AActor* UPS_AI_Behavior_PerceptionComponent::GetHighestThreatActor()
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{
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// Owner is the AIController, get the Pawn
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const AAIController* AIC = Cast<AAIController>(Owner);
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const APawn* MyPawn = AIC ? AIC->GetPawn() : Cast<APawn>(const_cast<AActor*>(Owner));
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const APawn* MyPawn = AIC ? ToRawPtr(AIC->GetPawn()) : Cast<APawn>(const_cast<AActor*>(Owner));
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if (MyPawn)
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{
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@@ -369,7 +369,7 @@ AActor* UPS_AI_Behavior_PerceptionComponent::GetHighestThreatActor(
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// Get our Pawn for IsTargetActorValid checks
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const AAIController* AIC = Cast<AAIController>(Owner);
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APawn* MyPawn = AIC ? AIC->GetPawn() : Cast<APawn>(const_cast<AActor*>(Owner));
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APawn* MyPawn = AIC ? ToRawPtr(AIC->GetPawn()) : Cast<APawn>(const_cast<AActor*>(Owner));
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// ─── Score accumulation per resolved actor ───────────────────────
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// Multiple RawActors can resolve to the same Pawn (e.g. Pawn seen + weapon heard).
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@@ -611,7 +611,7 @@ float UPS_AI_Behavior_PerceptionComponent::CalculateThreatLevel()
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// Get our AIController and Pawn for checks
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const AAIController* AIC = Cast<AAIController>(Owner);
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APawn* MyPawn = AIC ? AIC->GetPawn() : Cast<APawn>(const_cast<AActor*>(Owner));
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APawn* MyPawn = AIC ? ToRawPtr(AIC->GetPawn()) : Cast<APawn>(const_cast<AActor*>(Owner));
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for (AActor* RawActor : PerceivedActors)
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{
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