Implementing pathfinding algorithms in an AI agent?
Im completely new to UE4 and in my infinite wisdom i decided to do my FYP project on D* real time pathfinding.Im just wondering where would this be implemented.Ive looked over the documentation and video tutorials a bit but I cant find exactly where it would fit in.Can anyone point me in the right direction?
asked Dec 22 '14 at 04:51 PM in C++ Programming
It depends on what level of access to recast navmesh or other bits of navigation system you need.
The best way would be to create your own
Alternatively implement your own
Let me know if you have any more questions.
answered Dec 22 '14 at 06:46 PM
hey guys thought Id give an update.I may have bitten off more then I can chew in this case because I still do not have the faintest idea of how to do an implementation in UE4 .Perhaps I would need to gain more experience with UE4 before attempting this. It wouldn't be possible to mimic such behavior in Blueprint?
Thanks for your help Mieszkoz my apologies that I was unable to take your advice and implement it
Hi ethanmac, are you still having the problem?
The way I see it, the important points that the Unreal's navigation provides for your example are:
You can either:
So in 3 a simple approach is to:
In this way the desired pathfinding behavior is regulated by your AIController, while the character movement by the UCharacterMovementComponent. So to provide distinct movement characteristics between the predator and the evader you only have to implement their UCharacterMovementComponents accordingly. This worked fine for me, if it helps I can give you more information.
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