Making enemies hear and investigate sounds
Now that our enemy is attacking the player, we want to give some additional attention to the means by which the enemy can detect the player. Enemies that can only pursue players who walk directly in front of them can easily be avoided. To address this, we will take advantage of our PawnSensing component to have the enemy detect nearby sounds that the player makes. If the player makes a sound within the detection range of an enemy, the enemy will walk to the location of that sound to investigate. If they catch the player in their sight, they will make an attempt to attack. Otherwise, they will wait at the location of the sound for a moment before returning to their patrol.
Adding hearing to the Behavior Tree
The first step to introducing any additional functionality to the AI is figuring out where that logic will fit within the Behavior Tree. Go to \ Content Browser, open the Enemy folder, and open EnemyBehavior. We are contemplating adding a sequence...