I’ve seen a few people ask how to create a cover system that was based on the chest high wall principle seen in Gears of War and Mass Effect.
However, would it be possibly to make a bot take cover with a system based on line of sight? Doing this with static mesh actors placed in the world would be easy enough, but I’d like the bots to look for protrusions or dips in the landscape that would give them cover against enemies.
Our AI Environment Querying System just went experimental on UE4 mainbranch. Unfortunately no docs on in just yet (working on a sample/tutorial) but the overall idea is identical to what I did for Bulletstorm. There are some material online about that (Google)