So i have an on see pawn event for using AI and I need to set a boolean to false when the player is no longer visible. Here is my script how do i end this event:
I dont know what is going in your blueprints, but if you need to know when “Pawn” is out of sight, you need a track on him, so when AISense react that something is in, you mark Pawn to variable in blackboard and set bool on true, when is outside of sight of AISense then you setting bool on false.
You can simplify this process to dropping bool out, and just keep pointer to Pawn/Actor in blackboard and check if is valid ← that is your indicator if Pawn is in AISense sight
Hi, I’m sorry but i don’t quite understand what you mean i am super new to UE5. All i want is a way to tell when there isn’t a pawn in the pawn sensing view area (so it will be able to set the HasSeenPlayer? bool to false)
Well, if youre super new to UE, then there is no simple way to point you a direction
in simple terms, what I meant; In blackboard save Actor that AI perception detected, and whenever it leaves AI perception you clearing it from blackboard and checking whenever actor track is in blackboard or not - which gives indication whenever AI see someone or not.
But my honest piece of advice would be some tutorial to understand some basics about AI in UE( ye ye im the guy who saying go learn then do, but there is no simple way to describe it)
like this one:
And yet there you can pick video youre most interested in