Hello. I am using the above setup and I believe this would lead to many casts being performed as there will be many ai pawns in a small area coming in and out of view. A possible solution I have considered is using a blueprint interface that only the player has but I figure there might be a better solution.
Easiest is probably to set the player character as an enemy and the other NPCs as friendlies (or neutrals,) and configure the AI Sense to only detect enemies.
Although if you have no C++ in your project, note the comment:
For Blueprints, you can use the Detect Neutrals option to detect all Actors, then use Tags to filter out Actor types.
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Thanks, I keep forgetting to look into tag usage.
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