I spent some time working on- and finetuning a controllable boat that is controlled by physics. It works really well for the player, but due to lack of a custom movement component it cannot be used by AI/NPC’s.
When I want to make this compatible so that NPC’s can sail it around the same way that I could, does that mean that everything you see here must be converted into a comprehensive custom movement component written in C++? Or are there simpler ways to go about it?
In a nutshell, I made blueprints to prevent the boat from leaving the water and walking on land, to make it stop turning when the passageway is too narrow, and to generally act like a boat would in water, albeit in an arcade way.
If I try adding a floating pawn movement component, the NPC overrides all of this and has its boat strafing across a hill. None of these systems have any effect. I reckon its because NPC’s don’t actually have to provide movement input, but rather speak to the movement component directly.
In the example of the blueprint that prevents the boat from leaving the water, would that always be ignored unless it was part of the movement component itself?
I don’t have any experience with C++ so I’m a bit stuck understanding if any of this is usable by an NPC at all, or if all of it needs to be hardcoded. Can anyone clarify what would be the easiest way to translate this to something that works with NPC’s?
