Hi guys i have a problem in which i want to use a elongated cone shape as a field of vision for my enemy … i have trigger boxes that provide an area to hide in case the enemy looks in your direction but the only way i know how to detect the character player is using trigger volumes … however there is no cone shaped trigger volumes to give my enemy peripheral vision … can i create a custom trigger volume ? or is there a way of using a static mesh to detect the collisions ?
Try using a PawnSensing component. It has events for sight and sound. It might be what you’re looking for.
Hi great thats exactly what i was looking for i have it set up but cannot find how to change the distance of the vision any ideas ??
no problem found it thank you
No problem!
hi rabbidworm im probably doing something stupid wrong but i cant seem to get the enemy to detect my player
Ok so i created a new actor blueprint added a scene component /then a pawn_sensing component set up the vision cone so that i can walk my player through it and done
the following
i thought that this would work any idea what i am doing wrong ?
After re-creating your blueprint setup (I did it slightly differently, using an = node instead of a cast node, though what you have is fine), I had the same issue.
I ended up fixing this by making the radius/distance for all of the settings relatively low. It’s also worth mentioning that, apparently, the OnSeePawn constantly updates - so whatever it’s executing, it will execute more than once depending on whether or not it’s still able to see the player. If you want it to be a one-time thing, you can use a Do Once node as I did before. Otherwise, you should be fine with what you have now.
Hope this helps!
EDIT: Might be worth mentioning I’m using a character blueprint. I’m not sure if you’re using a regular actor blueprint or not, and I’m not sure if that makes any difference. If this still doesn’t work though and you are using an actor blueprint, try making it a character blueprint instead.
Hi i finaly got it working and it was because i was using an actor blueprint and i apparently were supposed to use a pawn blueprint …(for the detector) everything is now working thanks a lot rabidworm i now have new question lol will post new question in seperate thread is it is not related