delay doesn't work

I am trying to delay an enemy blueprint before chasing my character again. But delay node doesn’t work, it continues to follow a player.

it has a pawn seeing component

The Delay Node will only trigger once the Pawn is within the Accepted Radius (That’s when On Success will be called), try making the radius something higher, like 200.

I’m not sure how the Move node works, but the problem is probably that the Acceptance Radius is too small (5 cm), and your zombie simply never reaches the end point, because at the moment when its collision already rests against your player - the distance is still greater than specified.

Making acceptance radius higher didn’t do anything, an enemy just stops in a longer distance from player but doesn’t stop chasing it. Tried 200 and higher.


it didn’t work.

Add a Gate (or Do Once) before the Move node. After the pass, close it (will “close” itself), and open (reset) it after the delay is over.

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I think the issue is in the perception, that’s being updated before the follow event completes, so it then calls the following event again before it completes the entire execution chain. Try adding an “is following” Boolean. Check it on perception event. If true, return, if not then continue the chain and call the follow event. On following event, first set that booean to true, and at the end of the chain set it to false.

Thank you! That worked!


It has a delay now before chasing me again. I just don’t understand now how to prevent it to chase me when I am hiding behind a wall, looks like that Seeing Pawn doesn’t work as I expected it to.

Hey there @tsygankova! Welcome to the community! How often does OnSeePawn fire? If it’s every tick the player is visible, your issue is likely that the delay is fired many times and Delays will fire after it’s time regardless of current conditions. The correction for that would be to either using a Timer and invalidating it if need be or a “DoOnce” then resetting it when your process is done.

You need to create a variable (vector), and set it when the OnSeePawn event is triggered. The value will be the world location of the pawn that the event transmits.

In the Move node, you need to connect a variable with location, and break the reference to the character.

As a result, while the zombie sees the player, the location will be constantly updated, and he will go to the player.

When the player hides, the OnSeePawn event will stop being called, and the zombie will go to the place where he last saw the player.

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Amazing! I can now hide and delay is working as well. Thank you for the help

I found already a solution that worked for me! Thank you!