Hey all
I was watching a GDC talk about A.I in Sunset Overdrive and the speaker was talking about their solution for making their A.I spread out while chasing the player. He describes a “Flanking manager” that assigns certain A.I arced navigation paths so that large groups of A.I will separate and try to surround the player from all sides. AI in the Awesomepocalypse Creating the Enemies of Sunset Overdrive - YouTube
Thus far I have been unable to find a way to achieve this effect in Blueprint, as ways to adjust navigation are fairly limited.
I have already tried things like RVO and Detour Crowd, as well as adding dynamic navigation modifiers along an A.Is path, but these methods have not worked out.
Is there something in Blueprint I am missing? If not is there a possible C++ Solution?
Thanks for any answers.