Ok, so I’m making a FNAF Fan Game on Unreal Engine 4.24.1, and I made an AI To chase the player with a jumpscare, so whenever the AI gets close to the player it freezes and continues it’s animation. I’ve put a video of the problem on this link:
and pictures of the AI Blueprints here, please help me!
During the normal AI random patrolling setup, does the AI character continue playing its walking animation when it reaches its destination before moving to the next point? I think this could be something in your animation blueprint where the AI pawn velocity isn’t being read properly.
If it stop animating during that patrol phase, then we can likely discount it being an AnimBP issue; but if it does keep playing the walking anim when it stops, then that is something you’ll likely want to take a look at.
Try running the game without the darkness to see things a little more clearly as well as it “could” be a case of the AI running into a collision that it can’t get past but it still is trying to catch you; but that would be a lot easier to test in an open area that is lit.
Right now, the way things are setup, the AI will NOT stop moving so long as it can see the player as it’s based on the pawn sensing component with no other instructions than to get the player’s location and move to it.
I would say, it is the way you have Set your Bools up.
If you make a blank map with a large area to run around. If you do not let the mouse get close enough to you, will it follow you for ever? Increase the Pawn Sensing for the test.
Regards
Thanks! I Increased the Pawn Sensing and it worked!