@,
Hey man! Looking for your opinion on how I should go about solving this new “problem” I have. Basically, I implemented a circle strafe action for my flying character which calculates slices along an arc and then iterates through the array of points along the arc w/ FlyTo commands. However, whenever I reach one of the points, the AI unit pauses very briefly before flying to the next point along the arc. From what I can tell, this is just due to how the behavior tree updates. Can you think of a possible solution around it?
Here’s a shot that demonstrates my circle strafe implementation and the sliced up arc.
Here’s a shot of the portion of the behavior tree that’s driving the navigation. Basically, this sequence loops every time a section of the strafe arc is completed, but there’s a pause for like a frame or two when that loops happens.
My initial thought was to create a version of the FlyTo node that takes an array of points, but blackboard keys can’t be arrays. My next thought was to create a DonNavigation interface class which I can add to my pawn, and that interface could then gain access to an array of fly to locations that I store on the pawn.
Thanks in advance for your help and hope you’re doing well!