How do I get AI to take a 'sub optimal', longer path?

Hey all,

I am working on a game where enemies spawn and move to your location, then fire a laser at you.

The problem is, they all spawn from the same location (and it has to be this way for the design to work), so they just clump up and come to you in a big group, because all their individual ‘path finds’ return with the same path.

I am curious if there is an easy way to, instead of the AI finding the most optimal path, have them find a less optimal path, so the group would split up and go down different paths? Our levels are procedural, so dropping custom waypoints everywhere won’t work.

As far as I know there is no easy way. If you wish to change how an AI finds a path, you would have to make a custom path following component and override some of the functions in there.

Hi, Try navigation querity filters. Its simple and effective. Navigation Query Filters (Separating AI movement) - UE4 With Casey - YouTube

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