I’d like to make a simple AI to control smart projectiles (such as homing missiles). I’ve been using the AI MoveTo command, giving the target player. This works but the resulting movement isn’t very homing missile like, in that its able to change direction instantly. I can make the visual rotation take time, but thats no good. I want the AI to be unable to turn so quickly.
Hooowever, I suspect this approach isn’t very valid for homing projectiles in the first place. I’d be interested in the fix anyway, along with possible suggestions for a better solution.
What I did was create a floating point out in front of the character and have them walk towards that. This invisible location Vinterprets from either 45 degrees diagonally out in front to the left or 45 degrees diagonally out in front to the right. This point is always say 100 units out in front of the character *until they get close to their target location. At that point you shift them to continuing toward the actual location and not the invisible floating point. I did something here in this post towards the bottom I say the BP setup I have.
Well that pointed me in the right direction. Instead of using AI, I’ve applied my own basic movement with interp rotation. Don’t need AI for a simple homing missile really.
However, it does seem like a bug that the AI ignore the character rotation rate setting.
I’ve also found that unless the pawn is “on the ground” it refuses to move, even if air-control is 1.0 - any idea on that one?