The warrior video is an extreme example just to show that even a bprint skeleton warrior with it’ìs own AI logic, can be placed inside a fractal branch.

At this stage is not easy to see the final pic because fractal branches have only a ‘V tree’ planar shape, but when will be completed, it will be possible to model a fractal branch via parameters and create one or more different branches that cover a specific volume of space.

For example, five branches that start from 5 different locations and that converge all to the same volume space in a sort of blob volume, generating a sort of fractal complex cave: at this point the fractal AI logic will not only let you generate the shape you want but you will also be able to instance any actor you want inside that specific volume of space…actors like static meshes, brpint or animated skeletons like the warrior above. That’s the fractal AI logic. Then every instanced actor can have it’s own indipendet logic like the warrior bprint.

If for example you want to have a battle like the one in the video, but inside a volume created with fractal branches (I really hope to reach a level of fractal shape similar to the mandelbub pic above), you will be able to do it via the fractal bprint AI logic.

Consider that every actor instanced via the fractal plugin is not visible during the parameter construction…is not just instancing a mesh, is instancing a level stream mesh…so you don’t see the fractal generated until of course you launch the ingame brpint and you set the branch to be Loaded and Visible: in order to place any other actor in the generated fractal scene, I’ll set some sort of ‘volume traps’ (like a sphere net or a cube net or a cilinder net) that will be used to trap and limit the fractal branch in a specific volume. Like when you grow a plant giving it the shape you want using some wire shaped form…and this idea came from real plants like the pic below! Setting a volume trap, the branch inside will start growing and will at a certain point have a collision with a border of the volume and the branch angle and direction will be corrected in order to stay inside the volume, in extreme cases also the branch size will progressively be reduced to be able to stay inside the volume.

Hope is more clear…perhaps future pics and videos will explain it better than words