@DarkHorror: Genius! That can definitely work… wait. Unreal defaults to a one to one relationship between controllers and pawns. Is there a way to change that so most of the calculations are being done by the Hive AI, with very basic stuff to let to pawns it controls do the things they’re asked to. I’m guessing we have to make a custom AI class for that and parent the pawns to it in some fashion. So they essentially act as children of the Hive Ai and repeat everything it does until told otherwise.
@zoombapup: Really? I should probably check how much where ticking per frame. There could be quite a bit, especially for collision volumes. AI has always been tough with unreal. I remember UE3 and UDK days having just as much trouble with the base AI. You usually had to use some kind of crowd actor or build your own if you wanted to spawn more than 15 AI and not have the performance chug.