I am working on a 3D endless runner game. New platforms are generating when player hit the collision box. Platforms are made by actor blueprints which contain static mesh as running platform. I have enemy AI s that shoot and move when player sighted. I added those enemy AIs in to those spawning platforms as child blueprints inside those platform blueprints. They are spawning inthe platform and shoot at player. My problem is they are not moving when the sighted the player.
????robot?
No AI with behaviour tree
Sorry,I thought you were a robot,because I saw different people posted the same topic…
how are you moving the enemy? MoveTo, MoveToLocation, … ?
Do you have a navmesh?
Does the enemy moves if the platform is not spawned but placed directly on the map?
- Enemy is moving to random location within a distance.
- I don’t know how to add a NavMesh inside a blueprint.
- When I add NavMesh to platform It moves
without navmesh, those the nodes for AI movement won’t work, and you will have then to implement your own.
Without C++, the choices are limited.
You can for example, place a nav mesh in the level, increase the brush size … by a lot, then select the RecastNavMesh actor that was automatically added to the level when you placed the nav mesh, go to “Runtime Generation” and select Dynamic:
now everytime a platform is spawned, as long it’s inside the nav volume, it will automatically update its navigation.
Are you also eliminating old platforms? If so, then maybe the performance for a large dynamic nav mesh volume will be ok.
PS: Maybe now there is another way to do it.
Thank you very much. It worked.
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