Is Reactive Path Following or something close to it possible with Blueprints?
If you asked, “What is Reactive Path Following”, then here are some links to explain. http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf
Essentially I am trying to create an RTS style game. I’ve got to the point where I want to work on the movement for the units. The pathing in UE4 isn’t all that bad except for the part where it doesn’t work well with dynamic objects, like other units(pawns). And the built in RVO Avoidance just doesn’t cut it (it is quite buggy). Is Reactive Path Following something I should continue to pursue in blueprints or should I go with an even simpler pathing system. All I want is for the units to go to the destination (when the player clicks) using the shortest path but also avoids colliding with other units.
I’m not finding much info/guidance for AI/Pathing in UE4, so I was hoping a more knowledgeable developer could enlighten me/point me in the right direction.