Hi Ben, yea the vision attributes have been moved to the custom AI Perception component so that it can be easily added to all types of AI without having to create extra variables or functions to retrieve them (useful when you have multiple AI parent classes like with patrol guards and turrets). So you can open up the Turret or Patrol Guard blueprints, select AIPerception, and set the **VisionRadius **& **VisionAngle **parameters under the Visual Perception category. I would love to have these variables exposed to the editor, but using variables from a component in the construction script, seem to ignore any modifications you make to variables in the Editor (see issue here: https://answers.unrealengine.com/que…-that-are.html). The issue has been around since the beginning of UE4, so I don’t expect the situation to change in this matter.
However, if you want to expose the variables to the editor for testing, there is a workaround. Just create new variables VisionRadius & Vision Angle (both set to Instance Editable in their details panel) add the following node to the Construction Script (at the start) for **BP_PatrolGuard_Parent **& **BP_AutomatedSurveillance_Parent **blueprints:
Now when you select the actors from the level editor, you should be able to edit both of these variables to see the changes to the vision cone. Once you’re satisfied with the changes, you can then add the new values to the Visual Perception values and disconnect this node since there is a chance that it might conflict some of the AI logic.