Trying to make it so there is no detour around enemies that are dead

I’m using blueprints and I’m not sure how to make alive enemies not detour around enemies that are dead. I thought maybe I could replace the actor on death with a non character but I’m not even sure how that would work.

Hey @dilpo!

It depends - If you’re using characters, though, you could try setting all of the collision profiles to No Collision on the dead enemy. The node is “Set Collision Profile” then use the dropdown.

Let us know how it goes and what happens from there can help determine a path forward. :slight_smile:

I think I will replace with a non character. I just remembered you can add a skeletal mesh as a component which means I can have access to animations on a non character. But it would be nice to know exactly the mechanism that detour operates. I assumed it was tied to character objects.

I mean, you could also just switch the AI_Controller from the detour one. Then, the characters won’t path around each other smoothly, however, the navmesh will still be altered if it is told to do so by blocking volumes and so your problem would still exist.

I am curious, though, if you’re just using the word “detour” and not meaning “Detour” (capital D), because if it’s lowercase d “detour” it would just be navmesh stuff, “Detour” is a mechanic specific to the AI_DetourController…

Regardless, if you replace it with anything that will navigate the space, you will run into this issue if it’s a Navmesh thing. It has to do with collision volumes, not whether or not it’s a character. :slight_smile: