Thank you SparkyMcSparks for your help,
After spending my entire weekend on something I thought would take an hour.
I got depressed about this and avoided working on it for a day or two.
Anyway, I rolled up my sleeves and tried again today and was finally able to get it to work exactly like I wanted.
thanks mostly to your help.
Now the enemy will start to go after the player based on PawnSensing
he will continue to purse the player as long as the player has not moved out of range
if he moves out of range he goes back to patrol.
I followed your guidance. The service and the Enum were great suggestions.
The only thing I deviated on was sending the blackboard a ‘Player spotted location’ and having AI
chase the location you were at. I had done a BT that did that in a different project and I didn’t like
it at all. They were chasing shadows and easy to avoid. My goal was to have him go right after the
player unless the player really runs away very far. (and to do this without giving every bot a leash or
a predefined zone)
The service calls the function that checks the distance, sets isInRange, and then calls a function setBotState
(which I posted a screenshot of)
setBotState will do nothing if he is Patrolling, but if he is not patrolling, then it checks if he is still in range.
Here is what my final implementation looked like