Helllo…Ok so I know that moveTO will not work with wheeledvehicles. I want to ask that how can i define AI vehicle logic like hitting the other cars when AI controlled vehicle sees it and following logic. Here are two more questions which i want ask about AI vehicle logic.
Can I use AI perception and other AI components with wheelVehicles ?
If moveTo and other AI logics can not be used with wheelVehicles can I replace the Skeletal Mesh with Car Mesh and then can I use all predefined logics?
If u have any tutorials about AI Vehicles kindly provide me.Thanks
Ai only doesn’t work with the wheeledVehicle Component, as you already found out yourself.
But we figuered out, what we really did need: A “MoveTo” you also be done by checking both locations and the forward vector, do a bit of math and you can just set the throttle and steering input of the car. For good results, you need more than just “a bit if math”.
The other components did work, but not perfectly. After a “teleport” ie the mesh was teleported, but the senses weren’t. But you can do that by a cone trace (or something similar )
So my conclusion is, that AI doesn’t work with your cars, but you can most things without it.
thanks learningOver…another thing I want to ask that is this possible that I use vehicle mesh for the character class like i dont use the wheelvehicle class but instead of this i use chatacter class and i upload vehicle mesh in it.using this i can also use all the features which are not available in wheelvehicle class.
I think you can somehow do this, but this is so ■■■■ much work, your car couldn’t ‘drive’ with gears and the wrong physics would be applied, you would have to basically change the whole animationBP, before you do it that way, it’s easier to go without AI logic