i SOLVED this problem, for Damage sense work AI Perception logic need setup only in AI Controller. if setup AI Perception inside AI Character BP work only Sight and Hearing Sense
Hi, I make AI with AI Perception, and got problem with Damage setup. How to setup Report Damage Event for this work correctly? Maybe some of you got same problem and resolve it?
My Weapon PB use LineTrace for deal damage.
That’s the first time to read that. I also have problems on damage event in a AI pawn Actor. Are sure that damage events are not working for AI perception in pawns in general?
Or somebody else can confirm this?
its work only inside AI controler blueprint, dont add perception to Charater bluprint, maybe its bug
Where do you have this info? Documentation clearly says Pawns are ok for AI peprception.
I have “sight” and “noise” already working.
… “This provides a way for Pawns to receive data from the environment,”
… "the AI Perception Component is a type of Component thatcan be added to a Pawn’s Blueprint from the Components "
Only according to my experience. The best way to prevent this bug right now, it is add AI Perception to AI Controller, looks like AI Perception don’t work like need 100% when use blueprints
Well he’s not wrong just test this myself, can only get the AI to see the damage event if the AI perception is on the controller. Shame i have literally everything on the NPC so far. Wish this was documented.
Wish this was documented.
Me too. Problem is not only it is not documented. Problem is bigger, it is documented simply wrong, as I quote in my last post from documentation.
literally everything on the NPC so far
Same problem here
I solved it to implement “damage event” by myself. I made an Interface on NPC Pawn to call “got damaged” with properties like Controller, damage amount amount, Location, Investigator, (you can pass full hit result also) etc.
Then I pass it from “Apply Damage” event on the AI NPC directly into my into the same code where my “AI sensing logic” is evaluated.
“Damage Event” is not so complicated to code as custom event, just inform the AI Pawn buy a interface or Function or Dispatcher Event and call it on all event where you got damaged: “apply damage”,. “apply pint damag”, apply radial damage" etc…
Because AI NPC PAwn has already Events when Damage comes in, here is the “own self made solution” for passing damage info to “ai sense logic” not such a big workaround. And you have full controll!
Cheers for that, just got it working as intended. Did you try the other ai senses prediction/touch? i have my own ‘team’ i heard that wasn’t blueprintable long ago
You’re welcome. I only use “hearing” and “seeing”. Both are working. But make a AI is really a lot of work and a lot of testing.
To your question, I do even not now what the “AI Prediction” does. But let me know of your progress.