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[Closed] Pawn sensing in level blueprint

Working on getting a simple AI working in my blueprints. Currently the AI will run to the player and kill the player once you enter a trigger volume. However I want the AI to run to the trigger volume and then if the player is in the field of view they will chase down and kill the player. I assume pawn sensing is the best way to do this, however I can't seem to implement the pawn sensing correctly.

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asked Apr 24 '15 at 09:19 PM in Blueprint Scripting

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The question has been closed Apr 24 '15 at 09:41 PM by Shadowriver for the following reason:

Duplicate Question https://answers.unrealengine.com/questions/217653/pawn-sensing-in-level-blueprint.html

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