it might work like this. you start with a camera, then from the camera you get a hit result, and based on the hit result you have a line. you get the length of the line
see the diagram for how that words when i click the left mouse button:
you can use get actor forward vector.if that camera is a component you can use get forward vector (get forward vector,without actor version ).
For offsetting the vector there’s a “rotate vector” node.you can use it to easily offset/rotate a vector (by degrees).
For the previous post i made showing how i shot multiple times,
i could now make 360 sequences then i make 360 macros, each macro being 1 shot/hit.
is there a better way to do this that’s not so time consuming to make 360 sequences then 360 macros and manually adjusting the z axis by +1 for each new macro?
I think the problem with this approach is it’d get very expensive on resources pretty quickly compared to a nav mesh or just blindly moving
but feel free to prove me wrong but i suspect as little as 15 AI you’d notice
something like a navmesh is usually pre determined with some amount of dynamic to account for things moving where’s a line trace would be almost constant calculation