How do I get my enemy AI to rotate as they patrol?
I have enemies placed around my level on patrolling patterns, but I cannot figure out how to get them to turn on the spot before continuing, instead of cutting to the direction they're heading. As of now, I have the controller rotation yaw activated, but what I read tells me to have that disabled, yet I don't understand. I also have an Orient Rotation to Movement in my enemy blueprint, but I don't understand how to use it.
Thanks in advance!
asked Aug 23 '15 at 01:41 AM in Blueprint Scripting
The only suggestion I have is to create your own PathFollowingComponent derived class. Currently, most of the variables of that class are not accessible to blueprints.
This variable: uint32 bStopMovementOnFinish
controls if they come to a complete stop before continuing to the next move to location.
For the visual component just follow up with an AimOffset blendspace for the animation of the character looking at his target location.
Hopefully that helps. =)
answered Aug 23 '15 at 01:56 AM
We did this by having the behavior tree, on arrival at a destination point, take a few seconds to rotate to the new target, then set a new Nav Point and go there.
It took a little blueprint code.
answered Aug 24 '15 at 04:07 AM
SND R Keene
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