Tower placement,Ai movement and projectiles (Tower defence logic) BPs

Hello,

So I’m new to UE4 and BP scripting.

I’m trying to make a Tower Defence game in 3D using blueprints.(even tho tower defenses are best in 2d yea :frowning: ) .

I wanted to know if my current implementations in BPs is the correct way or if i can approach a better logic:

  1. Tower placement
    Using trace line with 2 types of towers, one transparent and the real one. Basically it spawns the transparent one where the trace line hits (collision to be handled here) and then at every x seconds (for example 0.05 seconds) updates its position using trace line from character camera. When pressing left click, it creates the real tower and destroys the transparent actor…

  2. AI movement
    Created a navmesh, added Character blueprint for AI and using Simple move to actor/location from spot x to y. Current issue is that when they collide with anything, they stop moving completely. I suppose i need to create a behaviour tree ? (I’ll start reading some stuff for this)

3)Projectiles that are shot from the tower use the ‘Homing’ function of the projectile movement component, so that they will never miss their target. I suppose i should also put a tick function to the projectile in order to update its rotation so a arrow will always face the target.

I am not sure if this is the way i should approach this concepts, so any feedback is welcome. Thanks in advance and sorry for if i wasn’t clear enough!