[MENTION=31122]Cinebeast[/MENTION] Hey pardon the late reply, Drunk On Nectar got Greenlit on Steam recently and I've been busy both celebrating and figuring things out 
On this issue, let's review your distance check function again. To recap it checks the distance between the player you're chasing (BB Key Player) and the location your bot is actively chasing towards (BB Key Target Location)
However you said you're updating BB Key Target Location every single Tick! Unless I'm missing something this will render your distance check totally ineffective because you're comparing the same two values over and over again and the distance computed is always zero (printing the value out might also help with debugging).
To prevent this, BB Key Target Location should only be updated under two possible circumstances:-
1) The first time your bot changes state from Patrol to Combat
2) Whenever the distance check threshold is really breached. i.e. when the player has run a significant distance ahead of their previous location (which the bot had then marked as its target).
And you're right the sample project doesn't have any of this, I didn't have the time for that. For my project I built chasing functionality separately using the same distance check principle described here.

On this issue, let's review your distance check function again. To recap it checks the distance between the player you're chasing (BB Key Player) and the location your bot is actively chasing towards (BB Key Target Location)
However you said you're updating BB Key Target Location every single Tick! Unless I'm missing something this will render your distance check totally ineffective because you're comparing the same two values over and over again and the distance computed is always zero (printing the value out might also help with debugging).
To prevent this, BB Key Target Location should only be updated under two possible circumstances:-
1) The first time your bot changes state from Patrol to Combat
2) Whenever the distance check threshold is really breached. i.e. when the player has run a significant distance ahead of their previous location (which the bot had then marked as its target).
And you're right the sample project doesn't have any of this, I didn't have the time for that. For my project I built chasing functionality separately using the same distance check principle described here.
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