Multiple AI chasing player get stuck on each other, RVO causes weird behavior

Hello everyone,
To make it as short as possible, I’m working on a top-down, wave based shooter, with a lot of enemies running around at the same time. What I want to achieve is for those enemies to be able to clip a bit into each other, but once they reach player to not “get stuck in a line waiting for their turn to attack”.

In the first clip RVO is OFF and there is a second collision on them, a capsule with a width of 1. That makes them clip into each other just as I wanted, but once they reach player there’s this “waiting in a line” problem.
2023-01-14 08-13-52.mkv (9.3 MB)

In the second clip RVO is ON and there is no additional collision so they don’t collide with each other. What happens tho, is some enemies get pushed back which imo looks very weird.
2023-01-14 08-16-01.mkv (9.4 MB)

How would you try to combine those 2 behaviours together, so that they run towards the player just like in clip 1 and “surround” him like in clip 2.

Thanks in advance!

1 Like

Have you tried chaning the ai controller to detour crowd ai controller?.

Also maybe give the ai a target to gather around the player (maybe a cirular eqs query to find an empty space near him?)

Actually haven’t tried the detour crowd approach yet. Will do right now, thanks!

Unfortunately detour crowd ai controller didn’t do it for me. Tried so many different configs with no luck. Will try eqs next.

There is already an eqs query that can get a circle around a point. Not sure if it’s exposed to blueprints though. Will see later on if I can get it to dynamically set the amount of potential points + radius.