Hi. I have been stuck for hours on this one, and I can’t seem to get it to do what I want.
My Behaviour Tree has a move to player node that works fine. When the enemy gets close enough to his destination.
I want the next behaviour tree task to Set a Bool Value within the Base Class of the character (IsInAttackRange = true)
Does anyone know how to do this?
For simple stuff like this I love using blueprints for AI commands
Create a task, and start with this:
Basically, it allows you to access the controlled pawn and then casts it to whatever class you want. I used my NPCchar Class, but you can use whatever you want. Don’t forget to finish the execute or it will never complete the task!
Good luck!