Hey @
Thanks for the suggestion. I’ve already tried the DoN’s 3D-Pathfinding some time ago. And sorry for insisting in certain features
I will get the Kit yet in the marketplace, but I can say everything in TPSK seems very good, beginning with the cover system, action animations and movements, several gameplay features… But anyway I want it =)
About DoN’s 3D-Pathfinding . This is C ++, and the problem with it is, everything needs to be modified using C++.
DoN’s 3D-Pathfinding only uses a source point and a destination point as movement directives, does not is possible to create various waypoints (pathnodes along the spline) to configure idle delay, perimeter patrol, etc by, in each waypoint independently. The best in this system is the ability to avoid obstacles after modifying any geometry at-runtime.
For flying bot movement ia, I thought about something more cool, simple and more functional:
Something like the Pathnode system that you have used in Human AI Pathnodes. Shown in your features level gameplay at 9:47: https://youtu.be/dwmSmcjqhxw?t=9m47s ,apllied in anything like Six-DOF_Flying_Pawn BP:
https://wiki.unrealengine.com/Blueprint_Six-DOF_Flying_Pawn_Tutorial
To avoiding obstacles someone once suggested for me an article about rebuilding navigation at-runtime after modifying geometry with no C++ code. Article: https://forums.unrealengine.com/showthread.php?35448-Rebuilding-navigation-at-runtime-after-modifying-geometry&p=132602&viewfull=1#post132602
About collecting ammo and items I found something. [MENTION=1001]Daniel Broder[/MENTION] shows a screenshot about BT containing a Needs Ammo Blackboard. This is the Shooter Game Example.
https://forums.unrealengine.com/showthread.php?130-Behavior-Tree-Tutorial&p=7187&viewfull=1#post7187
(The same thing could works whell using a Needs Weapon more a Weapon Change.)