Here are some important things:
Hey @Gamemkaer21312! Welcome to the forums!
When you directly connect to AI Move To without using the sequence node, does that work? Does sight work correctly? Are you currently reporting a noise event for your character?
Any additional information you provide may go a long way in solving your problem!
Sight works correctly. I added it so when my character (player) walks it makes a footstep sound, so it should be hearing that, but it’s not. (The way i made the walking/running sound play was editing the animations to have a notifier to play a sound whenever the foot touches the ground, maybe thats why?)
Without the sequence, doesnt fix @Quetzalcodename
You Might need to go into the Engine.Ini file and add some configurations to it. I can’t remember off the top of my head but it’s in this video.
Unreal Engine AI with Behavior Trees | Unreal Engine - Bing video
Sadly didn’t work
You need to also give the ai the location. It might be better to assign a tag to player, then if sensed pull the location and give that location to the AI. Sorry, I aways assume people are doing things right first, because a lot of time people are right, just missing a step. Half sleep too.
That shot is too small to see. Are you doing this in a behavior tree as a task?
You might want to use a behavior tree and blackboard. Use the on sensed event to set a “Boolean” condition and to grab the “vector” location. That way you could setup the behavior tree to “move to” vector “Task” on “Condition” boolean. You should be able to do it from the AI controller. You get more functionality, I think, out of the blackboard and behavior tree.
[Later]
Did you add an “AI Percep Stimuli Source” to your player character?
Try this checklist:
Pawn Noise Emitter
on the pawn making noise, and then make some noise:
Pawn Sensing
on the Pawn listening:
Navmesh
:
If the Pawn can see you, they will not hear you.
This looks REALLY good, but i dont know how to change the noise of said sound (Maybe im just stupid? i have a footstep sound but i dont know how to make it that) but regardless, i will try @Everynone
You can have the noise your character makes when walking but just add the Make Noise Node After you Step and the Ai with the NoiseEmitter Sensing will just move to the Make Noise Node but give the ollusion its because of the step
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