diff --git a/Content/CombatSystem/Blueprints/AI/BB_Base.uasset b/Content/CombatSystem/Blueprints/AI/BB_Base.uasset index 933b0c84..0fca059e 100644 Binary files a/Content/CombatSystem/Blueprints/AI/BB_Base.uasset and b/Content/CombatSystem/Blueprints/AI/BB_Base.uasset differ diff --git a/Content/CombatSystem/Blueprints/AI/BT_MobEnemy.uasset b/Content/CombatSystem/Blueprints/AI/BT_MobEnemy.uasset index fddb7ccd..332b4140 100644 Binary files a/Content/CombatSystem/Blueprints/AI/BT_MobEnemy.uasset and b/Content/CombatSystem/Blueprints/AI/BT_MobEnemy.uasset differ diff --git a/Content/Maps/IceLandMap.umap b/Content/Maps/IceLandMap.umap index af4fba51..b85b59ab 100644 Binary files a/Content/Maps/IceLandMap.umap and b/Content/Maps/IceLandMap.umap differ diff --git a/Source/D1/AI/BehaviorTreeNodes/S_UpdateBehavior.cpp b/Source/D1/AI/BehaviorTreeNodes/S_UpdateBehavior.cpp index 48107544..6efb1aa6 100644 --- a/Source/D1/AI/BehaviorTreeNodes/S_UpdateBehavior.cpp +++ b/Source/D1/AI/BehaviorTreeNodes/S_UpdateBehavior.cpp @@ -52,7 +52,7 @@ void US_UpdateBehavior::UpdateBehavior() SetBehavior(EAIBehavior::Patrol); return; } - + CanSeeEnemy = true; float dist = targetActor->GetDistanceTo(ControlledMasterAI); if(dist <= TotalAttackingDistance) diff --git a/Source/D1/AI/BehaviorTreeNodes/T_FindNextPatrolPoint.cpp b/Source/D1/AI/BehaviorTreeNodes/T_FindNextPatrolPoint.cpp index 7bbfb04f..5542af4d 100644 --- a/Source/D1/AI/BehaviorTreeNodes/T_FindNextPatrolPoint.cpp +++ b/Source/D1/AI/BehaviorTreeNodes/T_FindNextPatrolPoint.cpp @@ -31,9 +31,9 @@ EBTNodeResult::Type UT_FindNextPatrolPoint::ExecuteTask(UBehaviorTreeComponent& if(SetPathLocation()) { - if(bShouldReverse) - DecrementPathIndex(); - else + // if(bShouldReverse) + // DecrementPathIndex(); + // else IncrementPathIndex(); } else @@ -75,7 +75,8 @@ void UT_FindNextPatrolPoint::IncrementPathIndex() if(bShouldLoop) { bShouldReverse = true; - DecrementPathIndex(); + BlackboardComponent->SetValueAsInt(BlackboardKey_PatrolIndex.SelectedKeyName, 0); + //DecrementPathIndex(); } } }