- I want to make a very simple melee attack Ai without the use of Ai behaviour trees.
- In my blueprint Ai starts with an OnSeePawn, moves to actor location when activated, when in range of less than 200 it plays an animation(that lasts 2 seconds) and applies damage.
- My idea is that now it should check for range again and repeat the cycle and either move to actor or attack it and deal damage.
- The Problem is that OnSeePawn keeps ticking and it can not play animation without resetting everything
- Is there a way to fire off OnSeePawn when it first sees the character and then turn it off(and maybe turn it on again under specific conditions)?