Pawn Sensing only affecting one AI at a time

Hi,
So I’m trying to make a system similar to the mannequin section from the Resident Evil 8 Shadows of Rose DLC where the AI only move toward the player when the player isn’t looking at the Enemy. I’ve tried line traces, an overlapping cone, and the On See node from the pawn sensing component within my player character blueprint. The pawn sensing has worked the best as it takes up the entire screen when checking for the enemies on the screen. However, for some reason, the stop-and-go only works for one enemy at a time. I want to have multiple enemies out and if the player looks at both of them, they both freeze. Then when the player looks away, only one will move and the other will remain frozen. Any ideas as to why this is happening or even better approaches to this problem would be greatly appreciated!


Hey Zapking, I don’t know if you fixed this post, but I am interested in this replication of RE 8 Mannequin, I started developing very recently in like 1 month, you think you can hook me up with your knowledge on how you did it?, furthermore if possible I wanna learn from you if possible, I wanna grow and learn, so mind helping a fellow growing developer ? :slight_smile: