Pawn Sensing

Does Pawn sensing return only one actor? what about other actors seen?
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The node will fire for every detected actor.

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I’m casting the “SeenPawn” to my Player character and the enemy shoots my player when I’m the only one in the sight radius but when there is another actor in the radius, the enemy doesn’t shoot or sometimes shoots very late.

By default the sensing comp reacts to non-AI players only, it also updates only twice per second. Have a look at the Pawn Sensing component and adjust it, perhaps that’s it!

Also, are the other actors Pawns or Character? Or mundane base actors?

Characters are not player controlled. The game is RTS type. I have unchecked “Only sense players(Controllers actors)” and sensing interval to 0.2 secs. Any idea why it sometimes misses to sense enemy AI characters?

Not without knowing more about what we’re dealing with. The crux is in the details. Set up some testing scenarios that can help you narrow down the issues, observe the patterns, line trace, print screen, double check for invisible collisions that can block things:

You can use debug nodes to draw cones of vision.

Okay, Got it, Thank You, Will look into it