Fix IsCoverNeeded decorator: resolve AimTargetActor to owning Pawn

- IsCoverNeeded used Cast<APawn> on ThreatActor which failed for AimTargetActors
  → always returned true (assume dangerous) → enemies took cover against civilians
- Fix: use FindOwningPawn to walk Owner/Instigator chain to the actual Pawn
- Revert inline civilian check in EvaluateReaction (decorator handles it in BT)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
j.foucher 2026-03-31 18:20:04 +02:00
parent 011bfcf62a
commit d6325b373d

View File

@ -2,6 +2,7 @@
#include "BT/PS_AI_Behavior_BTDecorator_IsCoverNeeded.h"
#include "PS_AI_Behavior_AIController.h"
#include "PS_AI_Behavior_PerceptionComponent.h"
#include "PS_AI_Behavior_Interface.h"
#include "BehaviorTree/BlackboardComponent.h"
@ -23,11 +24,11 @@ bool UPS_AI_Behavior_BTDecorator_IsCoverNeeded::CalculateRawConditionValue(
AActor* ThreatActor = Cast<AActor>(BB->GetValueAsObject(PS_AI_Behavior_BB::ThreatActor));
if (!ThreatActor) return false;
// If the target doesn't implement the interface, assume dangerous (safe default)
APawn* ThreatPawn = Cast<APawn>(ThreatActor);
// Resolve ThreatActor to owning Pawn (AimTargetActor → Character)
APawn* ThreatPawn = UPS_AI_Behavior_PerceptionComponent::FindOwningPawn(ThreatActor);
if (!ThreatPawn || !ThreatPawn->Implements<UPS_AI_Behavior_Interface>())
{
return true;
return true; // Can't resolve → assume dangerous (safe default)
}
const EPS_AI_Behavior_NPCType TargetType =