what is the best way to create a team of similar pawns
i.e. pawns operating and functioning as a group
the group of pawns are placed relative to each other but share the same movement commands etc
can one drop all of them into the same character blueprint and have one ai controller control them collectively (this theoretically works but i dont know if it is a practical approach)
or must one have a character blueprint and ai controller for each and rather focus on sharing movement and related team data between them / that
assuming it is acceptable, what is the max number of sub pawns you can put in a pawn (character) blueprint
will it affect / complicate navigation (ai move to)
This is not a Pawn but not a violation. It could work OK but navigation will be awkward and prone to clipping through geometry. Do scrub through the link my previos post - perhaps it’s applicable.
It says there it in the upper right corner. You can’t have a movement comp here. It can’t be possessed, accept movement input, use navmesh. Re-parent the Actor to Pawn.