I’m working on a motorbike game in which there is combat between the riders. Currently the enemy riders move to Child actors attached to my Player character. This attachment is done either directly through “attach to” nodes in blueprint, or via spring arm components which are the parents of the child actors.
My problem at the moment is that enemies shadow the movement of the player too closely. As the player moves, so do the Child actors, and so the enemies (who are able to move faster than the player) are always right beside the player.
My first attempt at resolving this was to use spring arms, as they could detect collision and move out of the way so that the enemies always had a valid MoveTo location (you can the child actors attached in this way in the image above). However, the movement lag on the spring arms is not exactly what I want.
Does anyone have an idea for how this might work best? What I really want is a stretchy attachment of some sort that does not immediately update the location of the child actor. Would physics constraints do this?