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How to make basic AI in a 2D side-scroller?

I am making a 2D side-scroller as a small project. I can make every thing work except for AI. What I want to do is make a basic AI that will follow the player character from going side-to-side AND DAMAGE HIM ON CONTACT. I also want the AI TO TAKE DAMAGE FROM PROJECTILES SHOOT FROM THE PLAYER AND DIE. I have tried using the mesh bounds volume, but for some reason the areas are not being highlighted and the AI will not move around. Any information would be helpful.

Product Version: UE 4.8
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asked Jun 30 '15 at 07:04 PM in Using UE4

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BreSky
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Here's how i used nav mesh in my paper 2d project. Set the tilemap or floor sprites to collision thickness of 500. I'm using tilemaps for creating my levels. So my tilemap is set to 0 on the Y coordinate. Placed a nav mesh volume at y=-50, resized to x-length of the floor, y=100, z=10 (height). Placed the nav mesh volume where the floor is. If you press P in the editor, it should calc the navigation, and show a line in green. There is a few issues with using tilemaps though, which i'm trying to fix. If you have 2 walking floors, 1 above another, the shorter length floor's nav is used for both floors, even if I placed each floor it's own nav mesh volume. Also, if nav mesh calc is set to Dynamic, the AI is not moving until I interact with it, so best to use Dynamic with Modifiers.

Hope this helps you.

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answered Aug 10 '15 at 04:20 PM

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morbidipus
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nav mesh bounds volumes only work in 3d space, that means on shapes with a 2 dimensional top side. The problem at paper 2d sprites is that the top is 1 D, so its just an edge and not a face. So you cant use Nav meshes--> no AI move to I solved the problem by just mking very simple monsters in BP. hope I could help

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answered Jul 11 '15 at 03:26 PM

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TSG_DEADLOCK
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