Im trying a launch an AI Npc straight up into the air, using a behavior tree/ BTTask_BlueprintBase.
An ideas on how to do this?
An help is appreciated, thank you
Im trying a launch an AI Npc straight up into the air, using a behavior tree/ BTTask_BlueprintBase.
An ideas on how to do this?
An help is appreciated, thank you
Should the npc be able to launch whenever they want? Or are you trying to make them jump at specific locations?
Either way, the character movement component has a built in Launch command you can use in a function or event. With a blueprint interface, you can call this via an interface message without casting or making hard refs to actor.
So for launching at arbitrary locations via behavior, you’d just fire the interface message to the controlled pawn from the bt task.
If, on the other hand, you only want to launch at specific locations, you could use Nav Link Proxies and call the launch message from its Reached Smart Link event.