Best practice for PlayerController with AI-Navmesh abilities

Bylex1337
Thu, 02 Jan 2025 21:11:34 +0000
Blueprint

Hey, I switched from Unity to Unreal and want to make a local multiplayer game. I binged alot of YouTube Tutorials and read guides online but I still struggle with best practices for blueprint workflows.

My vision:
I want my game to have 4 players that are controllable with a gamepad each (PlayerController) but there won’t be direct control of moving and I want to take advantage of the AI / Navmesh movement via “AIMoveTo”.

What I’ve already did / tried:

I already kinda accomplished what I want but it feels really dirty with a PlayerController AND an AIController that switches when I need to (via “Re-Possesing”).

And camera cycling between the players done with local variables and “Set View Target with Blend” on the Player0 the whole time. (doesn’t feel right)

The gamepad usage / controls are done and I need no help here.

Where I need help:

Don’t feel obligated to give me a full in depth explanation how I setup everything I want.

I just want “guard rails” that point me in the right direction and give me a superficial understanding on how to setup a construct like this via blueprints. (spawning, control via PlayerController + AIMoveTo capabilities)

If some info is missing, just let me know
Thanks in advance!

Christian

2 posts - 2 participants