Can't get AI Damage sense working!
I can't figure out how to get damage sense working , even if the controlled pawn is taking damage , the damage sense is always false.
Sight and hearing are working without any problem .
asked Dec 22 '15 at 06:37 PM in Blueprint Scripting
Currently, Sight and Hearing are the only two senses that are fully implemented and working. Damage has not been fully implemented as of yet, which is why you are having trouble getting it to work. There is currently no timeline for when this will be implemented.
Have a great day,
answered Dec 22 '15 at 07:11 PM
Sean L ♦♦ STAFF
So I don't know if something has changed or the staff just did not have the full story at the time -- however as of 4.15, you CAN get the damage sense working, but you have to report the damage notification yourself.
It kinda/sorta makes sense because HP/MaxHP are not actor/pawn/character concepts, even tho damage is. So in whatever method you use to actually alter the HP, just invoke ReportDamageEvent
In C++ you can call
#include "Perception/AISense_Damage.h" ... UAISense_Damage::ReportDamageEvent(...
I'm running into the same problem. Why is this feature included if it hasn't been fully implemented/ is half working?
answered Jun 25 '17 at 02:34 PM
You can build a solution manually by damage event.
answered May 10 '18 at 11:52 AM
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