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AI Pawn rotation via Behavior Tree task

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    AI Pawn rotation via Behavior Tree task

    I tried to create a simple AI guard which stay on position but can rotate smoothly on some degree but I had found this is not so easy. AddActorLocalRotation node working as instant rotation but nothing else seems to work.


    After a few attempts, I realized that don't have any suggestion how AiController dealing the movement of the possessed pawn and didn't find any useful info. Can you help me with this?

    #2
    you should look in CharacteerMovmentComponent>>CharacterMovement(RotationSettings)>>RotationRate
    Check UseControlleresiredRotation and tweak the Z value.
    WIP ShootOut - 3rdPerson ARPG

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      #3
      I guess this isn't suitable for this case because it should work only with controller-based rotation but I didn't find out how AI controller can rotate a pawn. Nodes like Add Controller Yaw Input, Set Control Rotation don't seem to work with AI controller

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