Thank you so much to anyone that can help me with this!
Is this possible to do in blueprints?
I need an enemy that hides around corners, and when the player looks away, the enemy begins to slowly creep out towards the player. If the player shines a flashlight at the enemy it returns to hiding. If the enemy reaches the player it triggers an animation where it kills the player.
So to conclude: Level Start > Timer initialized > Timer ends > Enemy AI moves towards player > Enemy AI reaches player > Triggers death animation.
> IF player flashlight shines upon AI > Return to hiding and restart the blueprint.
The player will be stood still within a room, only able to look around and shine the flashlight.
Yes, this is possible, but it is too much to explain here. If you have more specific questions about
parts where you don’t know how to get something to work, you can ask again.
Otherwise i need to redirect you to Youtube Tutorials and the Documentation.
You will need something like this: Environment Query System | Unreal Engine Documentation I saw a video of someone with an ai that would hide in the closest hiding spot to the player. You could probably switch between a hiding mode and stalk mode with a bool. Check this out too: joe wintergreen dev blog Good luck
Thanks for the replies. I wasn’t expecting someone to hand me a step by step tutorial I just needed to know if it was possible before I started to invest the time attempting it.
So far I have setup my flashlight blueprint which was easy enough. The enemy AI basically need to ‘seek out’ the player and trigger a death event if it reaches the players collision volume, I can take care of that. All I need help with is having it so if the flashlight (point light) touches the AI collision, it will drain its health and kill it, or retreat.
In blueprints how would I go about doing that? I’ve never seen a light source act as a trigger before?