[Closed] Avoid dynamic obstacles navmesh [C++]
I'm working on a RTS prototype but can't get the units to avoid each other, instead they sometimes get stuck which isn't the desired behavior. Is there a good way to let moving units avoid dynamic obstacles like other units or must a custom system be implemented for this behavior?
asked Apr 12 '14 at 05:10 PM in C++ Programming
The question has been closed Jun 16 '14 at 02:46 PM by undercover for the following reason:
Problem is not reproducible or outdated
Not sure about this, but I have the same problem. But currently I am working on all game features and later on I will work on the better pathfinding.
If UE4 have no better dynamic pathfinding, I would try the following approach.
My approch later would be to write a new BTTask for my Behavior Tree. So I will probably use the simple MoveTo and then I would use my own BTTask that checks if the new location is blocked (including the size of the mesh). If so, he have to find a new location in a x-size radius around the desired location.
Something like this maybe :D
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