Hello. Im trying to make a post apocalyptic game with zombies but I have a problem with the nav mesh. The AI logic is simple and I follow a tutorial on YouTube.
The problem is that the AI start chasing me as I am inside the NavMeshBound but I dont want this. I want to chase me only when it sees me with PawnSensing.
I’ll post bellow screenshots of the blueprints.
You’ll probably want a Behavior Tree and a Perception component for your AI.
The linked doc shows how to set up the basic part of chasing the player. After you get that part working, you’d just need to make a new behavior task to call your attack player function when it gets close.
1 Like
This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.