Everything connected to the top of the AND node is what I added, it gets the target and ai, and gets a number. That number, if within 0.2 and 1 will return true. Having this plugged in makes it buggy, without it the system works fine. It’s easier just to show.
This video shows the inconsistency of what I added compared to the system working normally: bug - YouTube
It’s nearly acting as intended, I’m pretty sure it just has to do with where I’m making this check. Help is appreciated.
Of course after hours and deciding to ask for help, I find a solution. This might cause issues in the long run, and if I run too fast around an enemy they can lose sight of me, but here it is.
All I did was put the Facing Check in it’s own decorator and call it before the tutorial’s first decorator. I also set FacingTarget to abort lower priority which didn’t work when I had it set up the other way, so now I’m confused. But this successfully makes it so enemies agro only when I’m in front of them, and if they lose me, they will re-agro if they find me again.
I found nothing after clicking every link I could find on this, so hopefully this helps someone in the future.