I am using move to location on an enemy unit.
When I have a level with static walls, the enemy navigates around them perfectly.
If I create a blueprint actor version of the wall that can move left or right, the enemy will simply keep the same navigation path that they started on, and if the wall happens to move across their path, they will simply slide right through it as though it wasn’t there.
Any idea why this would be the case?
Have a look here:
And search for:
“Using the Runtime Generation (Dynamic)”
This allows for dynamic obstacles and dynamic mesh generation - the animations demonstrate it better than I could ever describe it.
Hopefully that’s what you’re looking for.
Perfect. Thanks.
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