AI Perception - Sight and Character Rotation Inconsistency
I ran into a problem with AI Perception sight. When a character with AI Perception is performing a MoveTo or RotateTowardBBEntry, the AI Perception sight cone instantly rotates toward the MoveTo (or RotateTowardBBEntry) location, instead of rotating with the character.
Link to video, watch closely as the sight cone snaps behind the character, and then the character turns toward the move to location: https://drive.google.com/open?id=0B2AWUrjeJCaHSk96VzgzOTNLbVE
This means that the player could be standing behind the character, and on the first frame of the character rotating, be seen by the character. This may seem subtle, but during gameplay is extremely obvious, and seems like the character saw the player when he shouldn't have.
Is there a work around for this? Is this a code bug?
asked Feb 26 '16 at 08:08 PM in Blueprint Scripting
I had the same problem in 4.10.4. After much searching around I've bumped into a simple solution. What I did to fix this issue was:
Hope it helps!
AIPerceptionSight uses GetViewRotation() and GetPawnViewLocation() from Pawn.h to determine the sight location and rotation. Override these two functions and you are good to go.
answered Feb 17 '17 at 01:28 PM
I found a solution for this problem using only blueprints. You have to check "use desired controller rotation" in the character, and uncheck "orient rotation from movement". Then you have ti uses Set focus and set focalpoint to rotate the controller and so the character.
answered Feb 27 '17 at 10:34 AM
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