Rama
(Rama)
December 17, 2014, 8:39pm
118
Hey how much C++ code have you had to parse thru and write to get all stuff working? I’m probably about to go down a similar route and am glad to see that it’s not impossibly difficult to go deep down into the pathfinding system and override stuff in C++. Any advice on what classes and functions to look out for on that journey? I’m also running into the need for weird pathfinding on dynamically generated terrain with agents that will need to find jump points and such. I thought I was going to have to dynamically generate nav link proxies, but it seems your solution is equally robust as a different option.
I did everything using just PathFollowingComponent!
I did a lot of calculations in Character class, and that’s about it!
I think you should just get started and see how it goes!
Here’s a wiki tutorial on using a custom PathFollowingComponent (by )
https://wiki.unrealengine.com/Unreal_Engine_AI_Tutorial_-_1_-_Making_AI_Jump_as_a_Part_of_Path_Following
**Video Of 's Jump Pathing AI**
In video, my AI is dynamically finding jumping routes without any help from nav links, runtime-created or placed in the editor!
I could make a whole new level setup in about 5 min and they would perform in the same way they do in video!
/0GX-1x-wACI
:)