Why doesn't AI work with WheeledVehicle
TL;DR: how to make
I am trying to implement simple car AI with only one behavior: move to a waypoint, reach it, then move to the next, and so on. I have implemented a custom pathfinding in c++ to reach the goal changing inputs of the controlled car, but this does not satisfy my goals due to important thing: I need to add some avoidance fot cars. I've tried
I've heard about DetourCrowds, so, to make it work I desired to remove the old controller, and make a new one, implementing the behavior in blueprints (inherited from a C++ class with
Now, I am stuck in the stage where the car need to be moved. When car was controlled by controller calling
But my car won't move using
Inbefore: callings are correct, the values are correct and behavior tree is correct.
Also, if I am doing wrong, is there an
The question is, how to make it work correctly?
How to make my old controller work with
Thanks in advance.
asked Jan 29 '15 at 03:02 PM in Blueprint Scripting
You cannot use navmesh and the current AI functions with vehicles right now. They work with humanoid characters, so you'll have to make your own vehicle AI with custom made tasks, distance, speed, obstruction detections, etc.
Here you can find a simple car AI project provided by Peter and improve upon that. https://forums.unrealengine.com/showthread.php?25073-UPDATED-12-20-A-I-Templates-Bot-Car-amp-Flying-AI
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