Hi,
I have a problem. I want the Pawn to move like in picture 2 using the “AI Move To” function.
Does anyone have an idea how to implement this in Blueprint?
Depending on the game, it’s perhaps worth to use splines, alternatively you can use traces to shoot from the character to have it keep distance from the wall.
I don’t have much experience with AI, so hopefully someone else can chime in as well
I have been looking for a solution for days on how to implement that in Blueprint.
No success so far.
hi there,
You have a few options:
hope that helps.
The movement should not be predefined, but like in the picture 2. So it should move square.
it shouldn’t be “patrol points” either.
You can try using Don’s 3d pathfinding plugin
Please no plugin. It should be a mixture of “AI move to” and "Box Trace By Channel.
@Godlike0207, You have had 3 people suggesting various methods now. For future questions, I suggest that you specify the information such as:
It should be a mixture of “AI move to” and "Box Trace By Channel.
At the top of the thread.
@Godlike0207
The plugin does exactly that. Box traces in space then finds the most efficient path.
If you want to reinvent the wheel be my guest. This plugin already does what you are asking for.
You other only option if you want pure code would be to implement an A* algorithm to scan your corridors with the size of the cells set to width of the corridor.
https://www.redblobgames.com/pathfinding/a-star/implementation.html