But i can see, that the ai interacts with the endpoint, is it creating an event/notify i could “grab” inside my AI blueprint?
The same stuff with triggers i tried too, but the result is not so well, and setup is complicated in my case.
That’s a really weird limitation for me with Blueprints only.
That NLP looks exactly what i thought i would need.
Triggersolution is not practicable for me.
Edit: More testing. I made a BP with Two adjustable portlocations/settings to teleport the ai. Cheapest solution for me now, to get back on track.
I was thinking about some visible Teleporter mechanism, at the spot, where the NPL start/endpoints are.
Teleporter/pad/catapult, whatever. Perhaps some overblending effects to “overpaint” small errors.
Weekend freetime used up for that, nothing new learned, aside NPL are dumbos…
I can not change leveldesign to get a workaround.
I spent so muche time now, figuring it out and can not really understand, why it is complicated to setup a thing like that for epic.
When i setup an own Blueprint /tunnel/teleport movement and the enemy moves there accidentally, things get worst, even when i force the ai there it works.
I use some states for my AI and it would be easy to integrate someting search startnode - noding - leave endnode, but only when the NLP gives some feedback.
The AI from Rama is cool, but so far i tried to understand anything i do inside UE4, with c++ that “understanding” would have an end for me.
Is UAIS (marketplace) solving that problem? so many “I”'s ^^
Edit #3425: @RhythmScript Are you using teleport, or influencing character controller/impulse/force?
I tested that basic teleportsetup and it works, but for any NPL i would have to place an additional “MyPortThing”, with many gaps that would be painful.
Can i manual get the same function like the NPL has, into “MyPortThing”?
A check if the target outside actual navmeshvolume and when search the shortest passage with a modified NPL+MPT?
The teleporting is ok, not really what i wanted, but with some effects it could look nice and i would have to rethink only small map portions <4x4 grid.