I have an AI. He constantly runs after the player. I want to add doors to the game. And so the AI can open them. To do this, I need to call the sequence in the blueprints, when the AI cannot reach the player. For example, he is in a room, and the AI will not get to him. Maybe there is some event? Or something like that
Yes the AIController has a few nodes that should return false if the AI cannot reach the destination.
So i guess what you want is if it returns false, Move To the door connected to the room he cannot move into.
when I enter the room, the AI runs to another place, through Eject I looked, she runs behind the wall of this room and looks directly at the Player. And does not call Fail
Does this keep ticking?
Because if so, maybe you can add some logic there to how it should find the door if it doesn’t seem to be able to move to the player.
Also is you Nav Volume being updated in runtime?
Because i remember you had to set something for it to updated in case doors open and things like that.
Sorry but it was a while since i worked with AI but i remember this tutorial does pretty much what you want to do with a door that can open and be closed. I think you can get like a free 10 day membership if you just want to watch this tutorial: