Is there a way to set a different trace channel for pawn sensing sight?
Hello, i'm using pawn sensing component so that the enemies follow the player when they see him. If they can't see it they go into search mode. The problem is that if i have multiple enemies following the player, the ones that are closest to the player block the visibility for the the ones in the back so they go into search mode, is there a way to set our own custom trace channel for the pawn sensing to use or define a list of pawn types to ignore? I've looked at the source code and i don't think it's possible as is, if that's the case what can do to avoid that besides creating my own pawn sensing logic?
I ended up doing my own pawn sensing and it's working :)
answered Dec 20 '16 at 11:08 AM
//Edit: Better Solution below
There are multiple possible solutions, but I'd go with the following:
This is the same solution I use on my player character to search for visible targets. Keep in mind however that you need to run this algorithm on some kind of tick. You can either use a timer, or move the logic into a component and reduce the ticking rate (0.1 or 0.2 seconds should be enough)
This is probably the better Solution: Or the other solution could call
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