I have a turret that has no problem tracking my player, However i cannot for the life of me get it to track an enemy AI pawn. I’ve tinkered and searched but cant figure this out.
I tried to get it to track an actor(variable) that collided with an invisible mesh attached to the turret instead, but had limited success. I could not get it to ignore the projectiles from the turret. It would turn slightly towards the enemy AI and then stop and track it’s own projectiles(I believe).
I answered my own question here, i have a differant problem to solve.
Setting location to actor(variable) that touches its mesh works and has the turret tracking the most recent object to touch its mesh.
Now i just gotta figure out how to make it ignore the bullets which only need to interact with the enemy ai.
However the Boolean in the event actor begin overlap does not work. I had to change collision settings. so the “does not equal object” didnt work for me.
You want your tank to fire at an enemy pawn as soon as they enter a certain trigger volume?
You can add a Box Collision component to your tank , and by adjusting the size , you can use this as a “Zone” and when your enemy pawn enters (overlap) this trigger , you can have your tank fire at them.
does this sound like something you want , or is there a specific way you want it set-up?
Or where are you struggling with the setup you have ? whats working and whats not ?