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AIPerception - Visibility

Hi all,

Been having a reasonable amount of success using AIPerception and most of the high level stuff is being done in Blueprints. Currently, I'm working on changing a value on the player to indicate whether they're in a light or dark area. Simple float (0.0f-1.0f to indicate light level)

What is the best/recommended way to go about using this with the AI Perception? Right now, I have the problem that while I can certainly do a check to see if the player/enemy is detected by the sense - I can then check if the player is lit enough to be seen. However, once the player becomes detected - that has already triggered the OnPerceptionUpdated for that sense. Unless the agent moves out of sight range, I will not lose that detection - so cannot issue another Player Detected message.

I feel like I could iterate over this and then do another layer of checks using this:-


But I am wondering if there is a cleaner way to simply put a condition on the initial detection of the sight sense.

Thanks, - Steve

Product Version: UE 4.17
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asked Aug 28 '17 at 08:47 AM in Blueprint Scripting

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