Assigned layermask value in behavior designer doesn't match value used in code

I'm having an issue where the ignore layer mask value on the "Can See Object" block that is assigned through the Inspector tab of the editor isn't being used in code, as when I assign that field to a layermask it doesn't match the value in the inspector, causing my enemies to shoot through walls. is there any reason why this would happen? I can't see where it is assigned so not really sure what is causing this. for now I am using a different layermask variable in the linesight function.

--accidentally posted this in UCC instead of BD, can't seem to find where to move it though.
 
I haven't seen that before. Can you set a breakpoint within CanSeeObject.OnUpdate to determine why it's not using the correct value?
 
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