Need help on getting started with a new implementation for an ai pawn running away from player task. The past attempt involved a radius around a scaled backward vector from the pawn to check if any target points lied in range. This sadly involves more arbitrary calculation than expected.
So now, what I am seeking is a possible check for target points anywhere BEHIND the ai pawn. Cone Check itself is a behavior tree decorator and not implemented as a task in itself, nor can I find clues as to how to get started on one.
I don’t know much about AI Perception Component but is it useful for this situation?
The general formula for finding the farthest target point is already there. I just need to find a way to check for Target Points to move to that are BEHIND the player. Thanks.