good morning, I’m Americo, I am new to this forum.
I wanted to ask a question.
I am creating a 2.5 D platform, so I use 3d graphics on 2 dimensions.
I have set constrain to enemies on xz plane, but some NPC when the game start rotate on ZY plane so they can’t move.
How can I solve problem?
Best reguards
In your character blueprint, uncheck “orient rotation to movement” and check “use controller’s desired rotation”. This should stop them from getting hung up facing camera or background if they finish moving before they’re done rotating.
For navigation itself, you’ll want to make the navmesh bounds volume as narrow as possible so the AI won’t try to wander off the x/z plane. When picking locations for the AI to patrol or idle when not chasing another actor, I find it’s best to use the environmental query system, as it can pick locations by grid on a narrow nav mesh. The generic find in navigable radius commands will sometimes grab locations that are beside the char so they just stand there.
Or you could use splines to define patrol routes, depending on how fancy your AI needs to be,
that’s what happens, it starts and enemy looks trough the screen, should I deactive pawn sensing? How can I solve? Best reguards
It looks like the AI is trying to walk down, but can’t because it’s constrained to a plane.
As mentioned before, you’ll want a narrow navigation mesh so that the AI won’t try to wander off. If you tick navigation in the show menu of the map editor, it will show the mesh AI uses to move around. for a 2.5D game, it should look something like this:
If your whole level is green, that’s probably the problem. Or if there’s no navmesh, the NPC is probably just stuck in the default 90° rotation, and you’ll need to add a navmesh bounds volume.
works pretty good
It happens also that when they spawn the don’t see pawn or they don’t move, how can I solve?
Best reguards