In UDK we could quite easily use the actor factory to spawn simple enemies/pawns in our levels, but since Kismet is now gone (R.I.P.), is there an easy way to set up a similar thing using blueprints? I want to spawn enemies from a variety of spawnpoints in my level & want these to be able to spot the player, run towards the him/her and attack. I checked out the shooter example, but that setup seems a tad too complex for my brain to understand, so if anyone got a supersimple way of doing it, I would love to hear about it.
Could anyone point me in the right direction here?
Guys, as far as I know bot and pawn in UE4 is the same thing I mean I just created my bot by creating new character ,so I mean When I posses him I can play as character ,unposses then it is a bot which can be moved by Ai->Moveto commands .Just try to drag “character” pawn in assets to world and then in BLueprint use Ai->moveto ,before that create navigationmeshbounds .Everything is very simple.
Check out the Nodes, Spawn Actor and Spawn AI. You can do that in the level Blueprint, or I even put them in info nodes and placed them.
You can put your AI logic in the AIController and/or a Behavior Tree. There are several threads to do with AI Pathing and Behavior Trees. Epic is working on documentation for Behavior Trees, but it isn’t finished yet.