Would you have any thoughts on how to implement a "run away" system for the enemy instead of a death system (or as an optional choice)? I tried changing the death code so the state enum gets set to 'fleeing' and pointOfInterest to a random spot. Then I modified the behavior tree to add a sequence checking if 'state' equals 'fleeing' and if 'killHiddenPlayer' is set; if so, it does a MoveTo pointOfInterest and waits. But it’s ignoring the state. Any ideas would be great! If you want, I can send my project for a small fee to fix it, and you’d have code to add a 'fleeing' state to your template for others. Just a thought. If you can’t help, no worries—thanks for all your help so far.
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Unfortunately, I can't help you with AI, as I don't have much knowledge about it myself. I've previously accepted an AI-related project, but I spent too much time on it and couldn't complete it due to a lack of knowledge. Soon, even if I were to see how your AI works, I'd only be wasting your time. I really appreciate your suggestions, thank you, but unfortunately, I can't do anything with AI, as I don't yet have sufficient knowledge.