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How to handle Flying AI?

It appears out of the box there isn't any support for nav volumes or extending the navmesh into different spaces. For flying AI I'm sure I could make one that hovers above the mesh and does constant ray checks in front of it when it is moving to repath and perform avoidance, but I was curious if there was some other engine specific support available or on the way. I would prefer to not re-invent the wheel.

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asked Apr 15 '14 at 05:18 PM in C++ Programming

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avatar image AutumnPyrri Apr 15 '14 at 08:13 PM

Ive have done this myself in UE4, its actually quite simple but youll have to make all your own pathfinding stuff yourself considering there is currently no support for a 6DOF navmesh or pathfinding of any kind and I highly doubt they will add it in the future. If you dont know C++ it might be possible through Blueprints, but Ive only ever used C++ myself so I have no clue about that.

Good luck!

avatar image dzeligman Apr 15 '14 at 08:19 PM

Can you go over briefly how you approached it? I've used UE3 professionally with C++. I'm just curious about how others have done it.

avatar image sabarisc Oct 24 '14 at 02:06 AM

Hey Ad-man, Can you go over how you went about implementing the pathfinding?

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Your in custom territory and will have to implement it for your game specifically. You'll be inventing the wheel, not reinventing it.

I have not done flying AI myself, so my opinions on how to best do it won't be worth much, but what is considered flying is probably important. There's a big difference between dogfighting and flying units in a RTS game.

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answered Apr 15 '14 at 05:26 PM

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