My AI is set to roam when the player is not seen, but it is conflicting with the chase mechanic. I cannot figure out how to stop him from trying to turn away when chasing, and he even leaves when killing the player.
Does the AI pawn sense itself, setting the “player seen” to false? Because the logic is flawed there, it might see “a pawn” but see the player as well. It shouldn’t set the bPlayerSeen bool to false.
I’d expect some event to exist like “on sense lost pawn” where you can check if the player was lost, but I’m not yet familiar with this system.
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The AI is not set to see itself. I think the boolean is not correctly being set and its automating the AI to loop not seeing the player no matter the condition.