[Help] Ai problems regarding level events

Hi I’m having no luck on the answer hub thought I would post here.
To put it simply the question was originally created for issues with behaviour tree but that is sorted now. I now have an Ai that wanders around and when hears noise behaviour tree activates “begin swarm” and atm print screens “begin swarm” So I know it is activating

So what I want now is on my level blueprint I have a timeline which sets time of day and sun position I want the time variable to link to my “siren” blueprint to tell it to make noise when time is 19:00, but I can’t seem to get them to communicate.

The background of this is I have “day Ai” which wander round finding enemies, then I have these “night Ai” they stand in warehouses around the map and when siren sounds (night time) they run out to random points on the map “swarm” then begin wandering looking for targets when siren sounds again (morning) they will return to the warehouse and then repeat

Any ideas?

Thanks

These are my level blueprint and behaviour tree I get get more screenshots if needed when I’m home later

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Solved that problem now, first screenshot shows Ai running out of the building when siren sounds at a specified time and second screenshot shows them returning on the second siren (time are out for testing purposes) obviously there is a lot of bugs like Ai getting stuck on each other etc but its a start. Now I am struggling with making it repeatable. So when they return the next siren sounds and they go back out but I have two boolens one as SwarmBegin other Swarm Return… After the return has been called they are both set to true and won’t turn back to false, at the end of each Ai move I have turned the boolean to false but it doesn’t affect it.

Here is my behaviour tree now -

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Ignore the sequence on the end I’ll set that up later I know how to do that just stuck on resetting the booleans so it repeats every day/night cycle

Have you tried casting directly to the BP that contains the siren?
It’ll be “cast to siren.”

You can also use blueprint interfaces.

Yeah I casted to siren BP from level blueprint and that worked. But as above I’m struggling resetting the booleans… First siren goes off sets to trueand they move out, second siren goes off set to true they move back, but then they are both set to true and just spaz around… I have it so when Ai move to success set the boolean back to false but it’s not getting called… In the Ai blueprint where I initially have the receive sound event and set boolean to true, I have it set to false there aswell and that doesn’t get called both just stay as true

Sorted it.