I am using the base implementation of the crowd following / avoidance / detour functionality. I tried RVO but the weird rotation while moving makes it super unappealing.
This is what my behavior currently looks like. Often the pathing will change multiple times which makes the movement super unclean. And, worse than that, it will often get stuck on other players.
I don’t necessarily care if they take the fastest path and I don’t think I’ll ever have more than 10 units at a time moving with this. I just need something that is more clean and reliable. Is there anything I can tweak to improve how this handles?
I’m not an AI person but from a pure logic point of view it seems you just need to decrease the sensitivity of your algorithm, or have the agent only accept new paths that are at least X heuristic amount better than the previous.
The crowd detour behavior configuration is incredibly undocumented. What you’re suggesting sounds good but I have no idea how to achieve that using the built-in controls.
Unfortunately a lot of Unreal is that way - You must now enter the ■■■■■ around and find out” stage of interacting with the engine code. Do some digging and see what you can find.