How to deactivate pawn sensing on enemy ai from the player bp so that the ai is not able to see the player anymore ?

No i think not… Pawn sensing is connected but they do not see the pawn anymore

Edit:
Here i added extra on false pawn sensing activated and on true its deactivated but same result enemy do not see the player anymore at all

Make sure that you didn’t forget set See Pawn to true in Pawn Sensing.

It is set to true on default directly on the pawn sensing

Is the boolean on my character skill set correctly there ? At the start it is set to true and in the end of it its then back to untrue… then i need to call this boolean on the enemy right ? So i cast to my character then set the bool with a branch if its true then enemy should not chase player but continue to path A what is the main goal for them to get there… If its false then the player is visible then they should see the player and chase him (the ai move to on the top does that) Not sure what im doing wrong…

Make sure it’s not getting set to false in BP. Maybe in begin play.

I recommend not to change “See Pawn” checkbox in bp. It can get confusing. Probably somewhere in your code it getting set to false.

Do i need to set it in event beginn play like this ?

Anyway enemy do not see the player at all now… when i put the branch later for it no matter if its on true or untrue both do not see the player anymore


07b7b93dddf7131939837d00d038b30cb9998bbf
Remove all similar nodes

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yeah i remove them and just “set” the “isinvisble skill” bool. I just found finally the right setting and now it works lol. But the settings are reversed on the skill and on the enemy



Like this it seems to work other way around its not but hey at least finally it works perfectly thx for the help

It isn’t reversed. I guess English isn’t your first language. You just get confused.

If everything works, make sure to mark this thread as solved.

Here is the final result and its exactly as i wanted it to be…
I will mark this as solved where you say to make the bool on the player and then call it on the enemy… Thx again

P.S it is reversed. On my skill this bool “Is Invisible” should be to true when the skills start and uncheck to untrue at the end when the skill ends… but is other way around so on the enemy when “Is invisible” is set to true after the branch then it is connected to chase the player and not to ignore the player…

Im also getting an error on the exact same branch of this… Any idea why that is and if i can fix it somehow ?



Becouse of this execution. It ignores cast. If cast don’t get executed, the bool you trying to get is invalid.

Is there any downsides if i let it like this ? Would the game even package later or would that cause problems ? How do i implement it so the branch does the cast successful ?

The wire you pointed out was from this here (it’s an actor from which the enemy get the location where to go to on the “AI move to” node)

No no no. I showed you the execute line(white), not the reference line(blue).

If you keep it like this it will couse problems, just make it like this:

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Oh yeah I tought the blue line. That was an easy fix now it all works thx

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