I’m currently trying to get my NPCs that normally flock to the player and get stuck on each other on the way to avoid each other as they move to the player character.
Ideally I’d like them to surround the character to entrap him but
Main Problem: I want them to avoid each other as they make their way to the player.(or downtown, walking fast, faces past, before they go homebound.)
Right now they get stuck on each other as they try to get to you(finding the same path and trying to get to that ideal path I suppose, or fighting for it.):
ideally(when they catch up to you):
The AI logic right now is:
simply, the AI is just moving to the player directly once the player is found in their patrol.
and I figure it’s possibly this that needs editing but I also ran into Detour Crowd AI controller which sounds like it might have the results I’m looking for.
What is the Detour Crowd AI Controller mostly used for?
What is the Crowd Manager tab in Project Settings mostly accounting for?
How does one implement the Detour Crowd AI properly?
What are some of the edits that are available to me on the blueprint side?(as per posting in blueprint.)
I have looked online for a few examples and I was forced to upgrade my project from 4.8 to 4.9 to get the blueprint editable version of Crowd Following Component, which I’m assuming takes or applies its information from the character movement component
wherever the AI is set to.(avoidance group, group to ignore, etc.) but do not know what else to apply to try and get a result that will have them avoid each other as they chase the player. I was hoping there was some input from the community or other that can help me move down the right direction or mindset.
I also program some of this project in C++ and have no qualms with moving this over to c++ implementation of Detour, any means necessary to get this to work!
Bonus: I’d like for NPC’s to avoid each other as they move around in the world as well, and possibly some objects but that comes later.(some npc’s will get stuck behind objects trying to chase the player without finding the best path to them…figure it might be fixed with EQS, just rambling here.)