Using pawn sensing in behaviour tree?

Alakeram
Sat, 06 May 2017 19:54:23 +0000
AI

Hey UE Community! i’ve been scouring the answer hub for the past few months now, I’ve been working strictly with AI since thats going to be the base of my game, and I would really like to use Pawn Sensing for the basis of my AI (due to the hearing feature etc)

I know how to set up an AI on the BT via script logics, but i would much rather use the pawn sensing… but so far from what i’ve seen tinkering with it is you can’t call pawn sensing without specifying which pawn sense… I want it to be a universal pawn sensing (so any AI using the BH can utilize pawn sensing AND the BH)

is this even possible? or is it restricted to universal to all pawns via code sight?

any help would be greatly appreciated! and apologize if i happened to miss a topic on this already, i looked for hours on pawn sensing and BT and failed to find anything

3 posts - 1 participant