Trying to create fast player like AI for a shooter, example included

Hello, right now I’m trying to create an AI that mimics the one seen in this video:

He even shows his math, but I have no idea how to translate it to blueprint. Any advice?

I’m mostly curious about the sine movement/avoidance of player’s line of sight via ray trace as well as random jumping.

Hello! You dont need to line trace, I think Player forward vector and distance to Player are enough info. Draw a circle with radius equal to current distance to Player around Player and add vector of Player forward vector from center of this circle - it is Player line of sight. So you can just calc current angle of Player sight and avoid it.