Hello, I’m trying to build a logic for moving more vehicles in a real-time strategy. I’m not a programmer, more of a designer, but the task seems instructive and useful. Can be done through a vehicle component, or through a simple movement of the car. The first option is more expensive in terms of performance, but it is difficult to transfer it to the behavior tree, on the other hand, there are ready-made vehicle traffic settings that look more realistic. The second option is more difficult to set up as realistic, but it is easier to work with a behavior tree. The most difficult thing begins when I try to set up scanning of the space in front of vehicles. The scanning logic turns out to be long and at some point everything turns into a mess. If you do it in a simple way, constantly scan and turn away, then the transport starts spinning, it’s not clear where to go.
Questions:
- What does logic written in blueprints look like?
- Is it really so difficult to set up the passage of more vehicles in?
- To do through a behavior tree? Should the main logic (turn, move forward) be done in the blueprint of artificial intelligence, or can it be left in the actor’s blueprint?
- Somewhere I came across an article that you can create a grid around an object from points and give two objects passing nearby a signal to which point to go relative to each other, is it similar to a test EQS, can you use it?
If anyone has experience and is willing to share it, I’d be grateful.