The attached shows me updating the max speed dependent on if its see the pawn but it never gets updated I put a print string on the even tick to show the max walk speed and it never changes off 40 I put a break point to make sure on pawn sensing is hit and it is. I also put a print string at the end of the Ai move to on fail and it is called every time. As always any advice suggestions or further questions are appreciated
make sure you handle your fail conditions or it will just stop the logic flow
the InRange check likely needs to be on tick/timer too since currently its only checking on a successful move but at that time conditions may have changed.
For more information as a test I set the max walk speed to 400 and didn’t change the value but the zombies walk in place anyway and only move very slightly I doubled checked that the max walk speed was 4 m/s.
Another issue is that when the speed is 400 the animation is meant to change to running and this isn’t happening.
The attached image shows the code bringing across the velocity and shows the cast is failing but the Boolean which is also brought across for the attacking animation is being updated correctly. Sorry if this had made it more confusing
The in range is set when event begin overlap is called and when event overlap ends it is set to false I did change it the event tick to see if it made a difference but it didn’t, thanks for the suggestion though