I’m implementing AI that charge through the player, but when there’s multiple AI charging they avoid each other. Is there any way to temporarily turn off avoidance so this doesn’t happen during the charge?
Only thing I could get to work was just directly setting the actor location using a timeline, but that’s sloppy and prefer to use my EQS location results then just move the AI to that location.
Note I’m not using RVO. Strictly the Detour Crowd Controller.
Wasn’t able to find a way to turn off the avoidance without completely disconnecting the controller, which isn’t ideal just for doing an attack. Instead am still using the EQS except from withing blueprint using RunEQS and just moving the AI by lerping changing their location.