I’m working on a demonstration project where I can propagate a character. The character walks from Point A to Point B. I have 14 different characters with different gait animations, different speeds, different skins. I have on master controller blueprint “BP_GenericAISpawner”. A simple key push spawns these AI characters ( key press 1 thru 0 and Shift 1 thru Shift 4. ) Everything works well.
Not sure the best way to proceed.
Desire:
- I want to be able to ragdoll drop a character at a given location, either via a keypress or an invisible collision box.
- I want the option to drop or not drop the character during run time.
Possible ways to proceed…
- Add RagdollCollapse function to each AI character, use keyboard, on demand. R for Ragdoll drop. Initial testing = fail, not sure why key events not propagating. I’m working on it, not sure if I really need this or not. Its not clear to me if I can use the same keystroke as an input in 14 different blueprints.
- Add a transparent box kill zone in the sector. All AI characters ragdoll immediately upon contact. Toggle the Z value of the kill zone box between present to minus 10 feet below the ground based on a keyboard input. (Isn’t this how the vehicle security bollards work in Washington DC?)
- I know I could create a small kill zone box, hide it behind an appropriately shaped blocking NavModifierVolume. For AI characters I want to drop, I could program their location to the kill zone box. The would go around the NavModifierVolume hit the box and drop. Others with distant target would avoid that path. This would probably work but it feels like such a hack. I’d have to add some control technique to determine which destination will be used, perhaps Control or ALT or other keys on entry?
Other ideas here? Feedback on how to proceed? many thanks