EQS query points in air for flying AI

Hello.

I’m trying to create various AIs for a game I’m working on and the AI for ground based units is coming along very good thanks to nav mesh, perception and EQS queries.
I’m supposed to make AI for flying units also. I want to know if there is any way to generate the nav mesh up at certain heights in air and also generate EQS query positions at same height in air?
I want to make the fly AI similar to my ground AI. It will patrol in fixed positions and if perception (vision) find player then do EQS query and find perfect position move to that position and start shooting at player.

Hey plato.manchi,

The NavMesh needs geometry with collision in order to generate, which would likely not work because then you’d have your flying units running into geometry. The lack of a Nav Mesh, and it’s inability to work in 3D at this time, means that you’ll be unable to use EQS to provide movement data to your units.

What I’d recommend in this case is to just script your own AI for your flying units, meaning set different target points for them to patrol and store these in an array, then move to the different points, either in order or randomly as you see fit.

I came across a couple of threads/videos where users discussed how to implement flying AI that may be useful to you when you’re trying to create your movement system:

https://answers.unrealengine.com/questions/192939/how-would-i-go-about-implementating-flying-ai.html

Hope that helps.

Have a great day

I use eqs with fly movement have a issue, it like, when my scene have navmesh, the eqs grid points all in the floor, the air have no grid point, and if my scene have no navmesh , the eqs grid points can in the air. Whether eqs in air and floor cant at same time?