[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.
asked Apr 24 '15 at 09:19 PM in Blueprint Scripting
The question has been closed Apr 24 '15 at 09:41 PM by Shadowriver for the following reason:
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