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AI Repeated Spawn Around Actor?

Hey Guys! I'm very new to this engine, and have gotten pretty far with the level design and really basic AI. But I was wondering if there was any possible way to make a group of Pawns spawn around the player withthe a circle-ish pattern; and teleport right around the player once again when the player is far enough? And please note that I'm really dopey when it comes to programming and AI. Thank you all so much for reading over this question. alt text

Product Version: UE 4.13
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asked Oct 17 '16 at 10:04 PM in Blueprint Scripting

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What you want to do is use the EQS system, you can configure a solution many ways.

I recommend you have each AI unit run a query that will generate them a Vector position. Once this is set on the blackboard you can use a task to perform the teleport.

The query could be configured many different ways, one approach would be to simply generate points around the players context at a given range, this may be prone to issues with them overlapping positions on the teleport if you teleport them all in at once.

EQS Quickstart

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answered Oct 18 '16 at 12:44 PM

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avatar image Ufokingwotm9 Oct 18 '16 at 04:13 PM

Thanks for this very informative post. I'm very glad to see that I at least now what to research more about. But I have a few questions about it if you don't mind me asking.

How do you generate a vector point? Around the player at that as well?

And what node should I use for them?

avatar image learningOver Oct 19 '16 at 11:44 PM

If you create a context blueprint for the EQS system that uses the player, you would then specify that as the context used for the query being run by the AI.

What this will do, is provide a set of vector positions one for each player in the scene. From there you can determine which position around the player would be best in your conditions.

EQS User Guide

Read closely here on this page the portion of Context. It has some images and a decent example.

Also do not forget to make use of this tool: EQS Testing Pawn

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