Ahh I never thought about that. Yeah I’m interested to try the pawn sensing AI stuff but I had some questions for why my node “On Target Perception Updated” did not have all the options like yours had. Like that boolean output on the bottom for example.
I didn’t think about it either 'til a few minutes ago lol. Poked around in my own project a bit, and realized I had an option to enable overlaps during level streaming, which makes my zone name triggers and such work when the game loads or whatever. Didn’t even notice until just now that they don’t fire if I kill the player in town right next to the spawn point.
Oops.
And, yea, if you missed my edit above, just right click the dark blue pin and then hit split struct pin.
I think you might be right about that not detecting the collision on the respawn. The enemy player has a box collission named “Detection Box”. I just severely shrank that box for testing purposes and I still see behavior from the enemy I don’t understand. I notice also if they stop moving (and sometimes they do) they don’t restart even with the player not respawning. So there still is something to this…
I have noticed the overlapping stuff sometimes acts funny. Like if I hook print strings up and I see things are and not by the print strings when they should be overlapping solid.
Ok I will mess some more with this AI pawn sensing component.
As of right now I’m using the AI Perception node. It still has a problem stopping. My details panel does not have the same options that you showed.
I have no option for “sight radius” .
Or “lose sight radius”
bump
On senses config, where it says there’s no array elements, click add, and pick sight. You can also add hearing/touch/damage detection this way once you get comfortable with it.
I was able to finally get that. Not sure exactly what it was as I just kept trying things. What I am noticing now is an issue of where certain positions on screen might equal the enemy just stands still in one spot, or “stagnant” as I would think to call it. However unlike before I can usually get them going again with just a bit of movement or attacking from the third person character. But I would like them to be constantly moving and not get stuck like that. Or if anything just paused for a second or two.
I just stopped or cut that stagnant down by about 80 or so percent. Was messing with a component end overlap on the box collision I’m using that registers attacks.
Yesterday I had to basically rescript many things to get back to where I was at. And again I came to this problem on Enemy movement. The problem now was that when I respawned the enemies were strafe walking and no longer rotated. The fix for that was that needed to actuallu use a cast to the third person character and not just a variable. That fixed the problem with rotation after respawn. Now…the original problem of this thread, was that I had a situation with a disable movement kind of like the problem I had the other day with a pause game node.
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