Hey ,
How about this for resetting values based off pawn sensing?
(ignore the mess. There’s a lot of bad prototyping going on just out of view)
The timer gets reset every time it’s triggered. So in this case, while the player pawn can be seen, the ResetSeen event is never triggered. But a second after the last time he saw the player, it resets. Just tried it, and it seems to work as intended.
Next up is trying to get the enemy to face the player when not moving towards them (if they can see the player of course).