Best practice for PlayerController with AI-Navmesh abilities

Hey, I switched from Unity to Unreal and want to make a local multiplayer game. I binged alot of YouTube Tutorials and read guides online but I still struggle with best practices for blueprint workflows.

My vision:
I want my game to have 4 players that are controllable with a gamepad each (PlayerController) but there won’t be direct control of moving and I want to take advantage of the AI / Navmesh movement via “AIMoveTo”.

What I’ve already did / tried:

  • I already kinda accomplished what I want but it feels really dirty with a PlayerController AND an AIController that switches when I need to (via “Re-Possesing”).
  • And camera cycling between the players done with local variables and “Set View Target with Blend” on the Player0 the whole time. (doesn’t feel right)
  • The gamepad usage / controls are done and I need no help here.

Where I need help:

  • Don’t feel obligated to give me a full in depth explanation how I setup everything I want.
  • I just want “guard rails” that point me in the right direction and give me a superficial understanding on how to setup a construct like this via blueprints. (spawning, control via PlayerController + AIMoveTo capabilities)

If some info is missing, just let me know :slight_smile:
Thanks in advance!

  • Christian

so, you should look at RTS implementations cause in most implementations the player controller is used to send orders to AIController So the Player Controller doesn’t need to posses anyone … the set view target is really well thought specially for this … i have a RTS game that goes into Top down mode (Locked with the hero) i use set view target with blend cause then i can have a another PAwn to posses with all the camera flying capabilitiues while the unit selection and issuing orders is implemented in the PlayerController so player can have access to those abilities while locked or not