Here are some things I did. After watching Shadden’s Basic AI training video, I implemented a BP system of following a PathNode system of say 10 path nodes. The AI follows the nodes in numerical order, unless the hero comes within 500 units for the AI, at which point the AI chases and attacks the Player. If the player gets more than 500 units from the AI, The AI returns the the next path node he was originally traveling towards.
The issue here is that when I have the AI spawn, this system no longer works. I reproduced the issue in a clean project with the same results. On the AI character (EnemyCharacter) I have a variable, “DesiredNode”. This variable “DesiredNode” works with a variable “NextNode”, that resides inside the Actor PathNode What happens is when you place an AI into the world and start the game, The AI_Controller looks for the first PathNode, “DesiredNode” and then looks for “NextNode” and so on down the list.
I set up an spawner to spawn 3 AI into the game when it starts. So when an AI spawns, the value of the variable DesiredNode comes up “None”. The AI goes nowhere.
So today I set up a GetAllActorsOfClass calling the PathNode as the array. And this works, the AI run to the first pathnode, but then stop. I’m stumped.
I am no coder for sure, but I’m trying. I’m an artist. I’m an animator by trade. Animated the for 5 years. Learning Unreal. Its awesome. The only scripting I know is MEL from Maya.
Any insight or help would be appreciated more than you know.