Space Combat Starter Kit - 6DoF Physics based fighter with AI and more in Blueprint

Hey there, thanks for the feedback :slight_smile:

  1. I wasn’t planning path-finding per-se, my system works by getting distances and applying thrust (although I am working on avoidance as well so they avoid asteroids / larger ships). However, that link you gave is very interesting. I will be constantly updating the AI and I realize 3D pathfinding would be desired here, so I will likely work on this in some form. In fact, my goal is to include multiple methods of flight, why not AI as well?

2 & 3. Yes! I will absolutely be including a space carrier that will be player-controllable. The carrier will use an alternate method of flight allowing the player to see separate ways of programming flight(and feel better for a carrier). The carriers will also have turrets. You can see an example of how they might look here: https://www.youtube.com/watch?v=iWbN0wf8GoQ or here: https://www.youtube.com/watch?v=U1JFfXqpJdg. Docking at a station is something I’d like to include but is likely a bit of time out, mainly because I’d need a nice model for it.

  1. Yep there are missiles, they also have VR support (non VR they fire forward at your target and chase, in VR they target what you’re looking at, fire and chase). Different weapon types and switching between them for dumb-fire rockets is something I don’t currently have, but a great idea. I will add that!

  2. There is an ExampleMap that has a placed asteroid field, background, and spawners on the sides which spawn AI for each faction, but I don’t have anything more complex than that. One thing I want to include is a warp system for getting between levels, once I have that, perhaps I should include some hand-crafted mission examples?

  3. I’ve tried to keep it fairly simple but structured. The player ship is a child of the base class “PhysicsFighter” who’s controller is the playercontroller. Likewise AI are a child who’s controller is my AIController. You can thus play from camera position or set a starting spawn or whatever you would like.

  4. I actually have a quick tutorial series (here: https://www.youtube.com/watch?v=0iFA0gcoIlE and here: https://www.youtube.com/watch?v=RGubirVqYPg) on entering/exiting the ship. It’s not currently included in my project as I’m waiting on my carrier model to be finished (have nowhere to actually walk about at the moment), but once you can go inside that, I will likely include getting in/out of ships.

  5. As of yet the project is not replicated and I’m working on finalizing, cleaning up and finishing a few more features before I do that. But in a couple months, that seems like a perfectly natural next step :slight_smile:

  6. As of right now it’s just hit points for the ship, but that’s simply because I haven’t had the time yet to get to component based damage. That will be included along with disabling engines, “double damage” critical zones on the carrier and such.

  7. This I can not Guarantee. To be honest I don’t believe there is a way to gift unreal marketplace assets. If you want it from the marketplace, I suggest waiting.

Thanks! :slight_smile: