Steps to reproduce
Trap a blaze inside a room with no ceiling.
From the outside of the room make a hole in a wall of the room at foot height and hit the blaze through the hole, then fill the hole again.
Climb up to an elevation higher than the walls of the room, but don't move close enough to see down into the room.
Expected result
The blaze does not follow you because it cannot see you.
Observed result
The blaze flies up out of the room and attacks.
Impact
If the room is a trident killer, blazes will fly up and fail to be hit by the tridents whenever the player is at a higher elevation than the floor.
Blazes are able to track players through walls and match their Y coordinate. As far as I can tell, blazes should only try to match a player's Y coordinate when they see a player, being able to tell where they are through a wall makes no sense.
Linked issues
relates to 2
Attachments
Comments 5
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Confirmed. This only happens when the blazes use behavior.hurt_by_target (i.e. retaliation), not when they use behavior.nearest_attackable_target (spontaneous targeting). For the latter they lose targets when losing line of sight. In a trident killer as in the video example the trident hits count as player hits, so they target the player and fly up only after taking a first hit from a trident.
Keeping a retaliation target for a few seconds after losing line of sight might be intended.
This was reported back in 1.1.5 at MCPE-25031 but the ticket was never updated.
It probably came over from Java in the original port as there is a history of partial fixes and continuing issues in Java Edition: MC-47699, MC-145202, MC-160119.