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Pawnsensing making run glitchy

Hi! so this is a very simple issue but i don't know how to solve it

i have a zombie, it uses pawnsesnsing to detect the player, and it runs towards the player when it senses it. Whenever the zombie is running towards me, it will go back to the idle animation for about 0.1 seconds before going in to the run animation again, and i noticed it was because of the "sensing interval" option in pawnsensing.

if i set the sensing interval to .1 seconds, itll pretty much go between the run and idle animation every .1 seconds while it'd coming after me, which is just a mess. but if i set it to 5 seconds, it'll only glitch every 5 seconds. so... what do you think i can do to make it sense me in a reasonable amount of time without it glitching to the idle state every time it goes through the interval?

edit: if i set the sensing interval to anywhere near .05 seconds, itll basically stay in place while glitching between the animations. so something tell me that every time it senses me, it sets the run speed to 0 for a certain amount of time before actually continuing to run after me. i was looking in the list of fixes in the 4.13.1 hotfix, and i saw "Fixed! UE-35852 AI Move To Location zeros velocity each call, causing the AI Pawn to freeze if told to move again before reaching destination" which is basically my issue, but i'm running 4.13.2 and it's still there.

Product Version: UE 4.13
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asked Nov 04 '16 at 07:00 AM in Blueprint Scripting

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iwerli
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