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pawn sensing false?

Hi.

In blueprints I am unable to find something that checks if a pawn Is no longer being sensed. There is an event OnPawnSee.

But how would u know if the pawn is no longer in range? There is no event for pawn no longer being sensed

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asked Nov 06 '14 at 07:26 AM in Using UE4

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C-Arch
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2 answers: sort voted first

Eventually figured out there isn't something that triggers if the pawn is no longer sensed. As a workaround a compare the see radius with the distance of the pawn and branch it.

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answered Nov 06 '14 at 11:20 AM

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C-Arch
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avatar image thedavross Jan 19 '15 at 04:53 PM

Hi Crocopede I am looking for the same false statement from sensing can I ask how you get the see radius please?

avatar image C-Arch Jan 19 '15 at 05:21 PM

Hi.

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From an event tick i compare the distance of the enemy to the player with the pawn sensing components distance. If that distance is greater it should return a true then i set the pawn sensing to False. If it is false meaning the pawn in within the range then i set it to true.

I added do Once after both events making them reset each other as to not continuously trigger the setting of the variable.

Hope that helps

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the solution is to call delay functalt textion , for 0.001 seconds , reset the variable detected to null

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answered Mar 20 '17 at 11:14 AM

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