Hello,
I’m designing a realistic RTS on unreal engine for my master thesis. I know how to program in Cpp but I thought I could create a prototype using only blueprints. As such, there are some limitations in the AI department, from what I understand.
I’ve been trying to create a danger map for the different factions present in game.
As this is just a prototype I was trying to avoid having to reimplement A* with the danger map so I created two grids over the map (it’s just 2D), one for each faction, and then whenever a enemy unit is detected, the grid cells of the opposing faction are assigned a nav modifier according to the distance.
I then have a filter for each class where I disregard the other faction’s heatmap and assign a high cost (800 and 400, depending on the danger level).
I would expect that the AI would try to go around it but instead, it travels through the route of least enemy influence.
I have other modifers and have tried to remove them (just nav mesh and grid) but the result is the same.
The navmesh’s runtime generation is set to dynamic modifiers only and the areas are being sorted by cost.
I noticed that if I remove one of the grids it works as expected so is there anyway to make the pathfinding ignore certains nav filters (not exclude, just not count).