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How can I get the AI to avoid each other (and the player)

They run into each other quite regularly, how can I make them pathfind around each other?


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asked Jan 24 '15 at 03:22 PM in Blueprint Scripting

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Asher S Einhorn
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2 answers: sort voted first

You can enable RVO Avoidance in Defaults tab of your Character blueprint (under Avoidance section). If your project is with C++, you can also try enabling Detour Crowds.

With RVO you can set weight (default 0.5) and consideration radius, so play with these values to achieve desired effect.

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answered Jan 24 '15 at 07:20 PM

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avatar image Tekop Aug 09 '17 at 02:49 PM

That link seems to have changed to a advert page that breaks your back-button.

avatar image Slavq Dec 08 '18 at 11:59 AM

Indeed, fortunately nowadays there are more tutorials on this: https://tinyurl.com/y6wlaqj9

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This question has been already asked couple of times. For example look at this recent thread: https://answers.unrealengine.com/questions/162429/enabling-detour-crowds.html



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answered Jan 26 '15 at 09:02 AM

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MieszkoZ STAFF
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avatar image Nony42 Apr 23 '17 at 03:43 PM

I've tried this and it doesn't seem to have an affect on the interaction between the AI and Player Character. Was this only intended for AI?

avatar image Hazeti Feb 22 '18 at 12:31 PM

Quite an old comment but in case anybody else comes across this. This is covered in the comments in CrowdManager.h. But to repeat them here:

  *  Actors that should be avoided, but are not being simulated by crowd (like players)
  *  should implement CrowdAgentInterface AND register/unregister themselves with crowd manager:
  *   UCrowdManager* CrowdManager = UCrowdManager::GetCurrent(this);
  *   if (CrowdManager)
  *   {
  *      CrowdManager->RegisterAgent(this);
  *   }

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