I typically would use AMI in tandem with a Get Unit Direction (Vector) and an event tick to move NPCs. However now I am experimenting with just actor bp’s. And Add Movement Nodes can’t be accessed without the target being a pawn. Any work arounds you know for this or how to do what that node did along with a get unit direction? Thx
that wont collide though, collision can be quite tricky, for instance ramps/stairs. if youre familiar with c++ i’d look at the floating movement component
I don’t understand. This was not about collision but just a way to move like add movement input for just actor bps. But I agree, collisions are very tricky and cumbersome imo, hence why I am trying more brass tax methods these days for everything.
movement is always about collision though ha,
you example above says NPC, usually you wouldnt want an NPC to move through walls and other pawns etc
You can collide and or block the mesh though.
which is why i mentioned ramps in my previous post, you dont want a ramp to stop an NPC but it will.
there is also
- edge cases, if 2 NPCs collide by 1 unit they will get stuck.
- penetration, so after a collision it could get stuck in the surface.
- no gravity and will fly to points.
Awhile back, I tried to figure out how the stairs worked on Castlevania. I don’t think those games were using an attached mechanism but I could be wrong. It seems the way they worked was if the player pressed UP/ DOWN at a place Y- or Y+ of say 20 units or so, the player automated moved toward and up or down the stairs a bit. Now the player was “on” the stairs and could ascend or descend them.
Which is why I am trying to do without capsule components for now.
Collision is wonky sometimes.
That is why I stay away from physics in this engine hahahah.