How would I go about implementating flying AI?

When someone creates a model or enemy that flies around how do they go about it? I do my animations with state machines but have no idea how you’d make it animate in the air considering the nav mesh is on the ground.

Is it all vector math? That sounds expensive but…
Could anyone give me a basic idea of where I would start to learn about something this complex?

As far as I know, unreal does not offer a 6DOF path finding AI out of the box. I was in a similar situation and had to resort to line traces to get what I want. But in my case I was able to simplify a lot of things since my Bot’s movment was restricted to X-Z plane.

I my case, I created several volumes and connected them togethor. Each volume was a custom Actor. I had to place them and size them manually and when something in the map changed, I had to re-arrange them. Also it did not support dynamic obstacles. Once I had that setup, all I needed was a simple A* algorithm to find a a path between one volume to another. Dynamic obstacles were handled with ray traces.

Oh ok so 2D huh. That still sounds quite confusing to me. I can image It was quite difficult to do. Did you do all of this in blueprints?
We’re these volumes just all over the world and only set to overlap enemies??

Yes entirely in BP. The volumes were created and placed by me in every vacant area. Then I networked them (ie if a bot can reach from one volume to the next directly, they are connected). It is very much like the nav-mesh system sued by Unreal - except the nodes are volumes instead of planes.

At the end however my bots seldom used this. Most of the time the enemies had line of sight to my character and were able to simply follow me. The volumes come into play only when the enemy has no LOS to the player.

maybe this can help ::
[UPDATED 5/16] A.I. Templates - Bot, Car, & +Flying AI - Programming & Scripting - Unreal Engine Forums.
i also implementing this to my flying AI implementation. and because i use Behaviour Tree. i just simply use MoveDirecltlyTowards to make my AI fly. and if you asking about how to make the AI turn gradually. yeah. i make a little bit change in the FloatingMovementComponent(one’s that unreal Flying template use). to make a gradual turn based on velocity. jejeje

This is something I’ll definitely play with. I think I understand a little. Thank you. :slight_smile:

Ex excellent information. Thank you. :slight_smile: this is a start.

Did this work for you ok? It all depends on how good you want the navigation to be and you’ve got some good pointers there for very simple solutions. It is much, much harder to develop something really good that isn’t prohibitively expensive, as we’ve found out!