also your using a character so you could quite easily eliminate some things from what i posted. for example you don’t need a floating pawn movement since you have character movement.
a few side notes as well:
your screenshot is pretty low rez so its hard to read the nodes, two pictures more zoomed in may be better.
i see that you have many posts working on this project addressing the main systems, thats fine in itself but if you just copy the scripts we give and don’t understand how they work then your going to have a bad time. also since its many questions you are going to end up with disjointed information that may not integrate well together. understanding the systems and how they work will allow you to adapt them to your game and style to create a cohesive singular gameplay system.
I seem to have a somewhat working fleeing mechanic, I would like to know if there is a way to make it so that every time I approach my AI it turns away from me and not towards me.
sure, there’s ways to make it do anything. but since you didn’t specify why it’s even looking towards you, i’mma have to guess here as to how: take whatever code you written that’s making it turn towards you and rotate the direction vector/rotator by 180deg around the Z axis before applying it.
if you’ve just been using the readymade AI “look at player” node you can’t get at that value, so replace that by a custom blueprint node that looks up the direction towards the player, and then does the above, then tells it to rotate in that direction (depending on how detailed you want it to look, that might be as easy as literally setting the rotation so it snaps there; lerping it so it turns slowly instead of instantly; or even as complicated as using a “walk in a curve” animation).
also maybe look up some tutorials on the really basic stuff because you seem to be jumping ahead and missing some underlying info you’ll need to actually do what you want (such as how AI works in unreal, which started this thread, and how vectors/rotators work, which would’ve made the solution to your new question pretty obvious if you’d learned more about it).
i’d advise you just start a new project in unreal and experiment with a lots of tiny concept pieces, while watching along to some youtube videos about UE4, just to get a solid grasp on all the underlying systems before trying to apply them all at once in one big project. at least that’s what i did and still do before working with a new system i’m not used to yet.
I have been messing around in my AI blueprint and more specifically, with the Base Turn Rate variable as I thought that that could be what is making it turn. I also tried to mess with the X Y, and Z vector in my flee mechanic blueprint. Changing that only resulted in my AI floating (Z), Move on the Y-axis, or glitching out on the X-axis. If I mess with the X-axis, it results to AI disappearing and not affecting the turning of my AI