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Flanking Path

I'd like to have an AI Pawn flank a player Pawn.

Let's say that flanking in this case is defined by taking a path, which is a path from the current AI Pawn location to the player Pawn location and stays away from the shortest distance path.

Is there a reasonable way to do this with:

  • EQS?

  • Spawn NavModifierVolumes along the shortest path and surrounding the shortest path to have a gradual fall off of cost?

  • Or should I be writing my own RecastNavMesh and QueryFilter and then writing my own costing function which is essentially (DistanceToShortestPath + DistanceToTarget)?

Are there any other terrain analysis tools for Unreal Engine to help the AI reason about the tactical environment? Influence Maps? Heat Maps? etc?

Product Version: UE 4.14
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asked Feb 07 '17 at 09:43 PM in C++ Programming

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There is actually a pretty elegant mathematical way to accomplish this (best implemented using EQS in my opinion).

Using EQS you will query a path destination that is X units away from your target, and X*2 units away from your character. The result of this operation (which can be tuned for your specific needs) is that your AI will always be approaching your Player, but will always flank to the left or right as they need to satisfy the X*2 requirement of the EQS Query.

For an added layer of hotness, dig into the Dot Product filter of EQS, which will allow you to avoid locations directly in front of your character.

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answered Feb 28 '17 at 04:58 PM

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