best way to create a team of pawns

hi

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

thanks

How many pawns? 3 or 3000? Sounds like a classic RTS.

you seem to imply the best approach is predicated on the team count
and that leaves me wondering why

take the case of a small team that do not have individual orders at the time
so around 10

Because using 50 characters will grind it to a halt.

For a smaller bunch, what you mention is practical. Rotate desired postion vector using the leader as the offset.

ok let me turn this around

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)

The number depends on the target hardware which you do not know - if targetting PC / mobile. It’s easier if you’re tagetting PS5, for example.

Not sure what this means.


And yes the number of pawns on the navmesh does affect the complexity of pathing. RVO mentioned in the other post exists for this reason.

Theres a bunch of tricks for moving larger crowds. Perhaps look into Mass AI. And here:

1 Like

consider this

below i have created a small herd of animals by placing a number of “sub pawns” (skeletal meshes) inside a pawn (character) blueprint

so it is both a team and a single pawn in a way

is this ok or a gross violation

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.

1 Like

why not
cant i assign an ai controller to it
and if it has an ai controler why would it not be a pawn

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.

1 Like

thanks