PlayerCharacter Controlling an AI not working
So I'm trying to implement my version of networked pathfinding, and the way I'm implementing it is by spawning an invisible pawn that mimics my character movements and rotation, but as soon as I click to move my AICONTROLLER would tell the invisible pawn to pathfind to the location (while having my character mimic its location/rotation).
So I have the following:
-Clicktomove -> LocationToMove : sends the mouse click location to my character (mage)
But of course my AI does not move (the function gets called fine, but he simply will not move to the location)
To clarify things a little better here is my tick function, that decides which pawn mimics what:
Thanks in advance,
asked Jun 06 '15 at 01:40 AM in C++ Programming
I think the problem is probably that your proxy pawn doesn't have a movement component. Ideally you should set your proxy up to have the same properties as your real character in order to get the movement you want. So make it an ACharacter, and configure all its movement component properties like agent height and radius, max walkable slope, max step height, etc to be the same as your character's. In fact you can probably just create a duplicate of the component and assign it.
I'd be interested to know what the accepted method is for implementing this kind of control in UE4, it seems to me like all approaches are a bit awkward.
answered Jun 06 '15 at 10:08 AM
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