Unreal engine 4 AI System too bizarre, it used to be better before.

You obiusly can use it, and get stuff done. I agree with you in that, it’s not that complicated.

But you obiusly shouldn’t ? i have no idea, aren’t the behaviour trees suposed to be what sould be used to control the ai as Default after all, what i see in documentation about the AI category it’s behaviour behaviour there.

And what about the " Automatic navmesh navigation " when the AI is using moveTo they get stuck just like, a fly on a glass of a window !
Do you have to do some sort of thing in order to get them better in pathFinding, just like this citzens around a town.

And before you make fun of citzens with potato Bags, Get to 3:34, they can climb a tower and get to it’s top, I tried something like that in UE4 with simpleMoveTo() Wich automatically uses pathfinding isnt it ? But no they get stuck.

Isn’t there any other method to get better pathFinding ?

About pathfinding I though it didn’t work, but i actually tried it and it stills being as good as in unreal engine 3 sorry, wrong conclusions after trying the LevelEditor SimpleActorMoveTo(). Looks like the behaviour tree MoveTo is actually fine enough…

Well good thing is that now to create AI it’s something wich is a radical change in comparison with Unreal engine 3 one, wich was straigth code, now you have
some runtime visual dynamic description Behaviour tree in order to see what the heck goes on…

It would have been cool that instead of " tasks and such " you just had States on the behaviour tree, and instead of Services, Tasks just a node called conditional… in the Behaviour tree, to switch the State. but so far is cool and good…