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.

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.

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.

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!

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