New to UE5 FYI. I created a basic chase AI. It’s supposed to randomly pick a point in the navMesh, and go to it. When the enemy sees the player, it is meant to chase. When the player gets too close there’s a jumpscare and the level restarts. it The enemy wanders around and when spots the player gives chase. When I playtest from inside the level itself everything works as normal. However, when starting the level through a different map for the UI, The enemy does not move properly. He just sits still like the navMesh isn’t there. But he still will perform the jumpscare action when the player gets too close. I’ll include some pictures of the UI blueprint that opens the game level and my AI logic.
Hey @PineapplePete53! Welcome to the forum!
Love your organization, keep it clean!
Unfortunately as far as this being a problem with your AI, there isn’t really much to go on here. All you are showing us is that you have a timer for every .8 seconds to set the blackboard bool “seeingPlayer” to False.
Your UI widget for your main menu looks ok, I’d move the OpenLevelByName node to the end of that execution line though.
But yeah this is going to need eyes on the behavior tree and the blackboard. Also, when running the game, you can test AI behavior trees by using Shift+F1 to free your mouse cursor, opening up the BT page itself, and then there at the top you can select an actor to view and you can actively watch it work. That might help you figure out what’s going on!
Thanks for the props!
After taking your advice to free my cursor and try to find the break point, I discovered that in both the BT_Task_RoamAround and the BT_Task_ChasePlayer logic, the AI move to node was triggering the On Fail condition. (Used a print string to check) I’m not experienced enough to know why. Also, I’ll include the Behavior Tree logic as well.
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