Create BP character called BP_EnemyAI
Add mesh in its BP rotate 90 degree
Add PawnSensing component, change angle to 70, add on see pawn event
Drag the enemy BP in scene, add nav mesh volume
Make Anim of Enemy
Create Blendspace 1D anim with enemy mesh skeleton, set:
add idle, walk and run anim
Create Anim BP, make anim graph
in event graph
change BP anim in enemy bp mesh in viewport
Make Attack of Enemy:
Go to Enemy BP, increase acceptance radius to 70 (let enemy move not too close to character)
Add Can Attack? boolean and graph as
If enemy see player, starts attack, then attack again when still seeing (first Set attack node should output to branch, not AI move to)
Add Default slot node in Anim BP (play anim if anim montage is created)
When enemy not see player (false branch), stop follow player (if he loses track from player)