Foliage and AI cover selection
I was wondering what would be the best way to generate data around foliage such as trees to indicate spots where an AI agent could take cover.
I have little experience in UE4, but an example of how this system works is just your standard game object with annotations or nodes around it indicating cover positions.
Apologies if this is the wrong place.
Also a thought, is this the best way to go about it? Maybe I could use Navmesh edges? I'd love to hear other peoples experiences/thoughts.
asked Dec 10 '14 at 08:31 PM in Using UE4
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